The teleporter idea is nice in principle, but I doubt it' viable for the 128x128 square forcefield around my village =)
I'm going to test the hidden wire concept now, though. Unless I'm mistaken, you can also put wire on the forcefield itself, so in theory I could just have a 1 thick field camouflaged as anything solid, and the trap will still work as a charm. Off to the testing area!
EDIT:
Yes, the "HV-wire-on-the-inside" trap works great. So much for EE armours. Now to find a wayt to deal with Quantum and those goddamn Destruction Catalysts =)
EDIT 2:
The teleporter idea DOES work, too. Better than the HV wire in fact, since it gets rid of intruders regardless of their armour. It does have its drawbacks though. First of all, the destination teleport pad will be unprotected, and can be destroyed by the intruders after they get teleported to it, which will break the link and turn the rest of the pads off. Now, I DID find an amusing way of dealing with this, but it's not perfect either: I attached levers to both the origin and destination teleporters and left them on, creating an endless loop, so any intruders will be kicked from the server in a fraction of second for "Moving too fast (hacks?)". While deviously ironic in itself, the system does fave a fatal flaw: the power drain is absolutely tremendous, and the intruder will obviously try to log in again, get stuck in the loop again and get kicked again. A couple of re-logs, and a fully-loaded MFSU will be sucked dry, and the enemy will either destroy the destination pad or (which is worse) will end up on the origin pad, inside the forcefield. So this one's a no-go either.