"Dieing" State, for improved RP

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SekoETC
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Re: "Dieing" State, for improved RP

Postby SekoETC » Sun May 09, 2010 11:44 am

I would make it so that people can divide people into categories like "friends", "trusted", "neutral", "suspicious", "enemies", there could be more stages than those, and define automated behavior for actions defined by in which group the attacker and defender are.

For example if a friend attacks you, you would fight defensively, maybe with intent to disarm, knock out or disable the opponent. With eneimes you'd strike to kill, or if you would rather capture the person in order to question them when you get online, you would avoid vital spots but not hesitate breaking bones or severing limbs in an attempt to get them to surrender or get them to jail. If a stranger attacked another stranger, based on the personality of your character you could try to break up the fight or run away or drag your friends into safety in case the attacker is going to turn on them next. I'm not sure how complicated it would be to program. Potentially everybody in town could have an automated reaction, and other people could in turn react to those automatic reactions. If such a thing was programmed, it should certainly be tested with NPCs first. It would be interesting as a simulation even if it never got to the main game.

If people were able to react automatically then I would also prefer that characters had to sleep at least an hour a day, and the player could define which hour it would be. If the character was awakened by violence or other noisy action, they would remain awake until danger seems to be over but would accumulate large amounts of tiredness. If tiredness reached 100 %, the character would pass out. People could also choose to have their character automatically enter a predefined building when their sleeping time is at hand, and come out once they wake up.
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Re: "Dieing" State, for improved RP

Postby YugoStrikesBack » Sun May 09, 2010 3:22 pm

I kind of like Seko's idea. If I could just immobilize people with handcuffs rather than kill them, I might opt to do so.
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Re: "Dieing" State, for improved RP

Postby kitsun313 » Sun May 09, 2010 3:51 pm

Wouldn't that just inspire people to hogtie random people and throw them into a random building? And doesn't jailing them just do the same thing?
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Re: "Dieing" State, for improved RP

Postby SekoETC » Sun May 09, 2010 4:42 pm

But if someone was tied up, there would be no danger involved in staying in the same room with them, or even keeping them outside since they couldn't attack you.

If being tied up for extended periods caused skin lesions that would continue to show after death, people could be accused of cruelty towards prisoners. Also it would be cool if wounds were kept track of separately so that you could tell the difference if someone was killed swiftly with two or three blows or slowly stabbed into death. Also unshielded people could get defensive wounds on their hands. Then people looking at a dead body could tell if the person died in a fair fight or was attacked while unshielded or perhaps even bound.
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Re: "Dieing" State, for improved RP

Postby kitsun313 » Sun May 09, 2010 5:51 pm

If you need to talk to them, pass notes. If there's something in a room that you need, It's not suitable for a jail. as for your second paragraph, Seko, If they RPed fairly, then that could be sated in the event dialog, or even char descriptions, granted desc's stay after death. (I'm not sure. I haven't been playing too long)
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Re: "Dieing" State, for improved RP

Postby YugoStrikesBack » Sun May 09, 2010 6:16 pm

Basically, it would allow random hogtie, but is that any worse than random killing? I mean if a person is at 80% damage, and a person opts to "handcuff" someone rather than deliver a killing blow, and the odds of success are equally the same, isn't it the same thing?
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Re: "Dieing" State, for improved RP

Postby kitsun313 » Sun May 09, 2010 6:24 pm

I just see horrible things for that: Gang rapes, beatings, torture...

disabling a character's ability to move and fight back won't solve anything
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Re: "Dieing" State, for improved RP

Postby Piscator » Sun May 09, 2010 6:36 pm

If this state would also make you able to be searched, I think it would help.
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Re: "Dieing" State, for improved RP

Postby kitsun313 » Sun May 09, 2010 6:56 pm

Back to the initial topic, I would be for a little dying RP if you was killed while offline, allowing for nothing but talking and emotes for 5-10 mins tops, then being kicked out of that character.
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Re: "Dieing" State, for improved RP

Postby YugoStrikesBack » Sun May 09, 2010 7:18 pm

kitsun313 wrote:I just see horrible things for that: Gang rapes, beatings, torture...

disabling a character's ability to move and fight back won't solve anything



Except eliminate random killings maybe, if the person could be searched for notes and other items.
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Re: "Dieing" State, for improved RP

Postby kitsun313 » Sun May 09, 2010 7:57 pm

Oookay...


Guy drives into, town, gets out of his vehicle, and locks it up.
He sees two other people.

Guy: Hey, I'm new here and-

Thief 1: Get 'em!
They rush him and handcuff him....

Thief 2: I got his keys!
Thief 1: Lets get the hell outta here!

They get in his vehicle and drive off into the distance...

Guy: Uh, help....


Just one possible scenario.

edit: The point I'm trying to make is that it would probably be abused too easily. After all, they don't even have to take the time to kill him
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Re: "Dieing" State, for improved RP

Postby YugoStrikesBack » Sun May 09, 2010 8:12 pm

kitsun313 wrote:
edit: The point I'm trying to make is that it would probably be abused too easily. After all, they don't even have to take the time to kill him



Ok, would you rather:

Guy drives into town

Guy: Hello I'm new here and...

Thief 1: kill him!

Guy is killed by thieves.

Whether you restrain someone or kill them, it should be 100 points worth of damage, so either way a person is either dead or restrained, which would you choose to have?
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kitsun313
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Re: "Dieing" State, for improved RP

Postby kitsun313 » Sun May 09, 2010 8:16 pm

Admittedly, at that point, restrained is a better option, although it could still drive players away. keep him in food and locked up, and you have a null character, with no way to open back up that character slot. Which would only reinforce those that would like a suicide button for their characters
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Re: "Dieing" State, for improved RP

Postby YugoStrikesBack » Sun May 09, 2010 9:10 pm

kitsun313 wrote:Admittedly, at that point, restrained is a better option, although it could still drive players away. keep him in food and locked up, and you have a null character, with no way to open back up that character slot. Which would only reinforce those that would like a suicide button for their characters


Don't allow someone to hold any weight while restrained.
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kitsun313
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Re: "Dieing" State, for improved RP

Postby kitsun313 » Sun May 09, 2010 9:15 pm

We're going in circles here... Keeping them from holding weight makes them drop their stuff, like killing them does. It's just creating an equivalent dead state, with the exception that if someone has enough manpower and time, they could rescue the bound person. And that's only if that character has friends that are willing to send out a search party that will search one or more islands for them, especially if they were dragged onto a boat.

And, if tying them up causes them to drop all of their stuff, why not kill them in the first place instead of letting them starve?

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