incapacitated

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catpurr
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incapacitated

Postby catpurr » Sun Sep 20, 2009 9:04 am

Inspired by D&D:

If you have 0 or slightly less hitpoints you don't die yet, but are incapacitated.

You can talk, but do nothing else.

If you have -10 hitpoints you die.

If you have 0 or less, you lose one (or two, or X) hitpoint per tick.

If someone bandages you, you survive at get 1hp.
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Bran-Muffin
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Postby Bran-Muffin » Sun Sep 20, 2009 9:40 am

Crap. This isn't D&D.. seems like it would require work to restructure the health system as well.

I like this game because it isn't an "Arcade" game, its unique. Changes like that make it less and less unique.

Though, I like the idea of being incapacitated, not like that though.

Have something where a character gets knocked out... no events during the time of he/she being knocked out viewable.
catpurr
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Postby catpurr » Sun Sep 20, 2009 9:50 am

D&D has *nothing* to do with arcade.

But if you suggest being able to make characters unconscious only with hammers or something. Its also fine. Just make sure you cannot strike a whole village unconscious in no time ;-)
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Bran-Muffin
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Postby Bran-Muffin » Sun Sep 20, 2009 9:53 am

I never played D&D.


If someone bandages you, you survive at get 1hp.


That to me, makes it more like an arcade game. Now as to knocking people out in the game..

I personally think a way to implement this into the game would just add it into the fighting system somehow. A chance to hit and knock unconscious just like there is a chance to miss and so on...
Last edited by Bran-Muffin on Sun Sep 20, 2009 9:56 am, edited 1 time in total.
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*Wiro
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Postby *Wiro » Sun Sep 20, 2009 9:55 am

I still prefer the "your next attack might kill the character, you can also choose to try and knock them out" thing.
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Bran-Muffin
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Postby Bran-Muffin » Sun Sep 20, 2009 9:59 am

That's not a bad idea... give the player the option to kill them or knock them out after the character theirs is after is past a certain amount of health being lost.

Chance to knock them out though if that were to be put in should also come with the risk of accidental death, if you meant to knock em out but hit em to hard.
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*Wiro
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Postby *Wiro » Sun Sep 20, 2009 10:00 am

I disagree and think it should be kept simple. Just knock our or kill, no chances to knock out on kill or to kill on knock out.
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BZR
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Postby BZR » Sun Sep 20, 2009 10:58 am

I the victim was left (-10%,0) health points he could be knocked. It would be funny to hit people weaker if you don't want to kill them. It could add a lot to RP I think.
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SekoETC
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Postby SekoETC » Sun Sep 20, 2009 11:02 am

I think it should roll for knockout instead of killing if the person dealing an otherwise deadly blow used less than 100% force, since that suggests they were being somewhat careful. The game shouldn't tell in advance when a hit has the potential to be deadly because then people would be encouraged to hit 100% when the message wasn't being displayed, knowing that it's 100% safe. And such an indicator could be wrong anyway, since someone else might hit the target after the force selection page loaded but before you clicked the button.
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*Wiro
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Postby *Wiro » Sun Sep 20, 2009 11:32 am

SekoETC wrote:The game shouldn't tell in advance when a hit has the potential to be deadly because then people would be encouraged to hit 100% when the message wasn't being displayed, knowing that it's 100% safe..


I still prefer the "your next attack might kill the character, you can also choose to try and knock them out" thing.
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catpurr
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Postby catpurr » Sun Sep 20, 2009 12:28 pm

Thats why only 0% to -10% is considered to be unconscious. If you strike to hard on an already weakened char and go under -10% he dies immediately.
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SekoETC
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Postby SekoETC » Sun Sep 20, 2009 12:36 pm

*Wiro wrote:I still prefer the "your next attack might kill the character, you can also choose to try and knock them out" thing.


I read that as if you go to the select attack force page, it would say something like that and there would be a separate "try to knock out" button rather than just selecting less than 100%. That would be silly when the same thing could be accomplished with the existing interface, maybe just with an info text that if your hit is light enough, it would have a chance to knock out rather than kill. But I think there should be a random chance involved rather than always making it a knockout if someone sends a person's health to somewhere between -10 and 0. I mean yeah, if it goes past -10 then it could be a certain kill, but some attacks to land a person's health between -10 and 0 should also be deadly not to make any hits 100% safe.
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catpurr
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Postby catpurr » Sun Sep 20, 2009 12:41 pm

SekoETC wrote:I read that as if you go to the select attack force page, it would say something like that and there would be a separate "try to knock out" button rather than just selecting less than 100%. That would be silly when the same thing could be accomplished with the existing interface, maybe just with an info text that if your hit is light enough, it would have a chance to knock out rather than kill. But I think there should be a random chance involved rather than always making it a knockout if someone sends a person's health to somewhere between -10 and 0. I mean yeah, if it goes past -10 then it could be a certain kill, but some attacks to land a person's health between -10 and 0 should also be deadly not to make any hits 100% safe.


I don't know. I know RL example are mood. But take boxing as profession, there its the goal to hit the other unconscious, but deaths due to this are very, very, rare. But heck they use weak weapons.
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Doug R.
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Postby Doug R. » Sun Sep 20, 2009 12:42 pm

Unconscious characters should have zero chance to defend themselves from attacks, and be drug as a corpse.
Hamsters is nice. ~Kaylee, Firefly
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*Wiro
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Postby *Wiro » Sun Sep 20, 2009 12:44 pm

A new weapon quality that decides the "knock-out value" could be good for this. I mean, being knocked out by a crossbow is much less likely to happen than when being punched in the face.
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