How about two types of damage?
Normal damage and "Tired" damage.
When the combination of Normal damage and "Tired" damage adds up to 100 they fall down and drop their stuff and then rest and heal at whatever the normal rate is. They can be dragged or additionally damaged.
I'm thinking that Tired damage should be an option from blunt weapons only but twice as powerful.
This would allow not lethal subdual and real searches without 15000 grams of sand or whatever.
It would still take cooperation and time to do.
You wouldn't want to get too tired from work and nipped by animals becuase then you would be easy picking.
Knock out?
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HTX
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I think "Stun damage" would be a better name than "tired", but I'm okay with something like that.
I think, though, it would be more simple to just make it so you fall unconscious when you reach 100% damage (though perhaps occasionally you might just die outright), and after that your attacker can decide whether to finish you off or not (finishing a person off should be possible even if you've already made an attack that day). A person using a blunt weapon will have more chance of not out-right killing a person than, let's say, someone with a massive sword.
If knocked unconscious, maybe you could have a chance of dying and a chance of regaining consciousness and surviving if no-one finishes you off.
This will also discourage suicidal thefts/attacks, since guards can knock you out but let you live and serve your sentence in the ol' slammer.
I think, though, it would be more simple to just make it so you fall unconscious when you reach 100% damage (though perhaps occasionally you might just die outright), and after that your attacker can decide whether to finish you off or not (finishing a person off should be possible even if you've already made an attack that day). A person using a blunt weapon will have more chance of not out-right killing a person than, let's say, someone with a massive sword.
If knocked unconscious, maybe you could have a chance of dying and a chance of regaining consciousness and surviving if no-one finishes you off.
This will also discourage suicidal thefts/attacks, since guards can knock you out but let you live and serve your sentence in the ol' slammer.
- Piscator
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Rather than stun damage I would like to see the possibility to restrain an enemy, similar to a dragging project, but rendering the target immobile instead (giving the option to remove any items the target is wearing of course).
I don't see why it should be necessary to knock someone out first in order to search them.
I don't see why it should be necessary to knock someone out first in order to search them.
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- joo
- Posts: 5021
- Joined: Fri Jun 17, 2005 2:26 pm
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Piscator wrote:Rather than stun damage I would like to see the possibility to restrain an enemy, similar to a dragging project, but rendering the target immobile instead (giving the option to remove any items the target is wearing of course).
I don't see why it should be necessary to knock someone out first in order to search them.
Hmm, yeah actually that's a good idea. The ability to restrain people and remove items they're holding (i.e. items that are visible on their description, or possibly large amounts of resources) is something that is missing from the game. I think it would probably be best if the characters restraining needed to have a cumulative strength greater than the subject to restrain them, and twice as great to make them drop items.
If unconsciousness is implemented, it should also be possible to perform the same actions on someone as when they are restrained.
- *Wiro
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You see a woman in her twenties restrain a man in his twenties.
You see a man in his twenties being dragged to basement by a woman in her twenties.
:3 I'd love to see that. Of course, when you restrain someone, you can easily drag that person somewhere.
You see a man in his twenties being dragged to basement by a woman in her twenties.
:3 I'd love to see that. Of course, when you restrain someone, you can easily drag that person somewhere.
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