Piscator wrote:I see one problem, if the button was along with the character description, and someone did something to make your character mad then left, you would prolly want to stop defending them, but couldn't because they're not in your location anymore.
How would you defend him/her if he or she isn't in the same place anymore?
The person could come back.
OK, then make a little list instead with the character you want defend and your character as default. If you want to stop defending a character not at the place anymore, just delete him from the list.
Good. But what would be the max limit for the lenght of the list? 100? What about priorities? When your list gets full, would you end up purging the oldest name on the list - which would most likely be the first person who gave you potatoes after you spawned, or something like that.
What I'd like to see is more levels of protection. For some people you might just step forth with a warning look, if the attacker sees the whole town taking a step towards their protected person, he might decide it's best not to try. But if the person was really attacked, you wouldn't throw yourself in front of the sharp object, most likely you would try to sneak behind the attacker and hit them in the head, if there was little to no risk to your own health. But if it was a maniac swinging a battle axe you would most likely just try to stay invisible.
Protection Categories
Berserk - Someone tries to hurt them and you do your best to put yourself between the attacker and his target, giving the person a chance to get away. The "over my dead body" method. Original target has 80% chance to get away.
Fierce - Aggressive but not berserk. Original target has 65% chance to get away.
Balanced - Your fighting style would be half defensive, half offensive, objective to drive the attacker away while protecting yourself and the attacked person equally. Original target has 50% chance to get away.
Careful - Original target has 35% chance to get away.
Wary - Only attack when there's little to no risk to your person. Original target has 20% chance to get away.
The chance of getting away is naturally affected by how eager the target is to defend themselves (and YOU!), how eager the attacker is to hurt the original target and so on.