Hunt proofing a maze


1) Contents
  • How hunt works
  • What raiders can hunt
  • Huntproofing methods
  • Example
    2)
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    Hunt
    How it works:
  • Not all classes get hunt - but most raiders WILL have it.
  • Usage: "Hunt <target>" will return one of the following:
       1) Your Target is <direction> from here
       2) "Unable to find a path" if there is no path exists, or there is a portal in the way.
       3) No such mob exists (Keyword wrong, mob dead, or not in the area)
       4) Your target/mob is gquesting
  • Nitty-gritties:
       - Hunt will hunt the exact target, not the nearest one. (Eg. "hunt shop" = "hunt 1.shop")
       - If there are 2 or more equi-distant paths, hunt wil return one randomly.
       - Hunt will show paths through locked doors, even if no key exists.
       - If you fail the Hunt % check, it will work as if you haven't got hunt (see below).
  • If you don't have hunt, and you DO try it, it will return one of the 4 values above!
       - A randomly chosen direction from the available exits, which may or may not be correct.
       - If it returns one of the other 3 responses, it is ACCURATE!

    What raiders hunt:
  • In the hall:
       - Shopkeepers/other mobs
       - Clan members/defenders/traitors
       - Raiders who are already in
  • In the maze:
       - Clan guards
       - Raiders who are marking doors/portals
       - Jail sitters (see Sitting:step 4,brown arrows)
  • Positive & Negative hunting
       - Positive: Hunting people where you want to go (eg shopkeepers)
       - Negative: Hunting people where you don't want to go (eg jail)

    Huntproofing:
    Methods
  • Portals
       - Simplest & commonest method
       - Will return "unable to find a path" if it in the way
       - Furthermore, they render "scan" useless.
       - Wayfind is also useless as it will report only the general area (the clanhall), not the specific room.
       - Every clan should have one just before the clanhall, and before a set of intermediate/end guards.
  • One-way exits
       - Have one-way-forward exits
       - These prevent mappers from hunting BACKWARDS to see where they come from
       - Normal exits won't confuse experienced raiders, and will allow them to backtrack as well.
  • Equidistant rooms
       - More tricky to implement and seldom used
       - Based on the fact that hunt will return a random path chosen from the intermediate paths
       - Useful in saving portals, but can only be used in limited situations, and often with locked doors.
  • Locked doors
       - Another portal saving device, often combined with key-trapping(see later)
       - Based on the fact that hunt disregards doors
       - Can cause a raider to walk into a room, only to find they lack the key
       - Best combined with equidistant rooms, so that random directions are returned.
       - A good example is given under key-trapping


    Example: Equidistant + Doors
    NB:Explanation given under key-trapping.
    But put yourself in the guard room hunting someone in the maze.

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