Friday, 4th April 2014, 21:29 by nagdon
When a teleport trap blocks a corridor/some other, important thing now you have to use another route to the blocked area (or maybe use stasis/dig around it). If the teleport trap has lots of charges you can also enter it many times and walk back to it many times, and this would be an annoying but sometimes optimal solution. Even 2..4 charges could be annoying to discharge this way. So if they get finite charges, they should get only 1 or maybe 1d3.
There are also several vaults with items protected by teleport traps, I personally like these and would prefer keeping them. If teleport traps get finite number of charges, maybe keep a "permanent teleport trap" variant with the current behaviour for them?