"Dieing" State, for improved RP

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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YugoStrikesBack
Posts: 249
Joined: Mon Apr 05, 2010 6:30 am
Location: Death Star

Re: "Dieing" State, for improved RP

Postby YugoStrikesBack » Sun May 09, 2010 11:25 pm

kitsun313 wrote: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?


It's not circles, you keep coming up with reasons for why there shouldn't be tying up a person and I keep offering suggestions to work around that.

For example, whose to say a person's friends will have to be the people to free someone? What if the captors decide that you are not a bad guy and let you go?

The whole point of tying someone up is to not kill them, why would someone keep someone tied up for 20 days just to see them die? Slow death? Perhaps, but that can be worked around as well. Like by allowing someone to initiate a breaking free project.
I did it cuz I hate you.
Kelli
Posts: 388
Joined: Fri Dec 18, 2009 8:10 am

Re: "Dieing" State, for improved RP

Postby Kelli » Sun May 09, 2010 11:37 pm

I'm for the handcuffing idea. I have several characters that are locked up in rooms just because their captors are afraid of retaliation. However, most of the characters would never retailiate and are actually willing to work off the "debt" they owe. (They don't really owe anything, but I'm trying to make a point.)

I would love to have the handcuffing initiated so that their captors would feel comfortable letting them sit outside and discuss things and work it out. It also allows for easier prisoner transportation.
Drael
Posts: 227
Joined: Tue Apr 14, 2009 8:07 am

Re: "Dieing" State, for improved RP

Postby Drael » Thu May 13, 2010 3:48 am

Handcuffing, or rope binding would be fine, if it was at the end of a much harder subdue process, where the defender had a random chance of striking anyone trying to subdue him, and the average number required for the job was usually three or higher. You could also make nets and traps have an ability to avoid those effects, bolas, and if you had the facility for unconciousness, you could have a "knock-out" chance with fists or bludgeon attacks, perhaps even specialised weapons, like a small sack of lead.

If you added disarm, from weapons like nun-chucks, morning star, chain, sabre, trident, this would enable non-lethal take-downs without heavy reliance on the drag feature (which is a problem)

But of course, while my solution is neat, realistic and solves the dragging overemphasise, wont be implemented because its more than ten lines of code :P (No im just kidding, i mean its a bit more involved than most recent patches, is all, you guys do a great service to us all!)

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