First of all, I really like the general concept. I know this is a long ways off anyhow, but just want to add some comments on specifics.
Visibility: Most good players know where the nodes are and even an out of place bush might be noticeable. If I'm being chased, it won't be that difficult for my chaser to simply move slightly diagonal to dodge a suspicious plant or node that I walk over. Now my one trap has miserably failed and probably wasn't worth the effort. If the purpose of the trap is to get somebody to run over it, then its probably best if its only visible to the setter and completely invisible to everyone else.
Node Traps: Ernzor seemed to suggest one type of trap that can take different forms at different levels. But perhaps there should be different types of traps, period. As stated in "Visibility," if the purpose is to get someone to walk over it then nodes is suspect. Players know where the real nodes are and certain nodes may not even work (how do you run over mining nodes?). I think perhaps a better concept is to place a trap in a real node. This trap would activate when someone gathers from it.
What would the purpose of such a node trap be though? A hunter could use it to trap a gatherer, but this would be worthless to weaker players. I think a node trap should be an instant kill, allowing someone waiting nearby to quickly run and grab the dropped items. To avoid traps in every node there would have to be a strict limit of one trap per player and traps should deactivate when the setter leaves TA.
Also, a key element of a node trap is that the setter is alerted with a message when it goes off. That way he can be close by, but off radar, to avoid arousing suspicion.
Edited by Doja, 03 July 2014 - 07:15.