Infact, it may just not be possible....
But I just made a post on how the benifits of a "battering ram" vehicle would mainly be to protect the "crowbar wielding, doorbreaking, entry team" from being dragged off into the hopeless abyss we know as the dreaded "locked buildings of cantr" (duh duh duhh...)
So! I realized (remembered, would maybe be a better term. Haven't been in a cantr fight since the Blackrocks attacked somewhere) that dragging is really the only thing that's ruining the combat system. It's not the skills, or the fact that sometimes nobody's active enough to be awake, but it's dragging.
So, how do we attempt to tone down the dragging?
Armor. Cantr-Armor.
Heregoes....
Armor doesn't actualy reduce damage taken, but makes its holder (it would be a visible item, not clothing) MUCH harder, and more tireing to drag away. The expense would be that it's heavy, causes wielder to walk slower (5-10%?), and maybe not allow wielder to enter smaller vehicles. (bikes, etc.)
Summary for armor:
ADVANTAGES:
-Defends wielder from probability to be dragged away.
DISADVANTAGES:
-Causes wielder to walk slower (to encourage face to face combat, while discouraging use of drag-defence by thieves)
-Doesn't allow wielder to enter small vehicles (same reason as above)
-It's relatively heavy (discourages use by those who aren't profesional fighters/people expecting conflict. Encourages storage of combat items)
SIDENOTES & BALANCING ISSUES:
-Shouldn't be a problem, but if, for some reason, people end up simply passing the "armor" around for an unfair advantage, the armor would have to somehow be "unpassable", and could only be dropped.
-Costs around the same amount as a crowbar.
-Carrying two "armors" shouldn't increase effectiveness. Like shields, only the most effective armor piece can be used.
... Whadya think?
Yea? Nay?
