Captivity

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Captivity

Postby Zarxes » Sat Apr 30, 2016 12:18 am

Usually in games letting players take someone captive, for example by tying someone up resulting in a restriction of control over his character would probably be considered bad game design.
Since we have permadeath (which also basically results in a loss of control over your character) and the fact that people usually play multiple characters, i think the situation here is different and the ability to for example tie someone up who is koed and then keep him hostage would be actually feasible.
This not only adds another choice in combat/player-player interaction (atm there is only kill/let live) but also adds an actual aftermath to battles apart from just rebuilding if you loose or looting if you win.
If you could abduct and imprison someone that is koed it would open up the option to ransom someone and should possibly result in interesting political interactions and bargaining as a result of pvp.
So in my head, someone who gets koed might be bound by a rope or by chains. That character basically could be dragged like cattle for example loosing a degree of control over his character but retaining some form of control within the boundaries of his shackles. So for example impaired movement within the range of your rope.
Also the character would be able to see and relay information if not blindfolded, and if blindfolded he might have a chance to to get rid of it.
To add some more spice, abducting someone would result in a "scent of abduction". Optionally this scent could be permanent in your invenotry, so only if picked up, and as long as the character is bound. Moving the character through doors, much like the visitor buff would spawn another scent of abduction, so if you want to get a village member back you should be able to find about his whearabouts if you invest the effort.
To make prisoners barganing Tokens also i suggest that once a character is bound, killing him should not be as easy as just using your weapon. By some obscure hearthling law, if you want to kill a prisoner, he should be properly executed. Lets say he has to be displayed for a certain ammount of time on a proper pillory and then executed by chopping block or hanging him at the gates. The head should be displayable somewhere on a spike. The time requirement should be enough to make a siege or rescue possible to happen, for example if negotiations have failed. Pillory and executions could also be utilized in village law enforcement.
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Re: Captivity

Postby sabinati » Sat Apr 30, 2016 12:48 am

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Re: Captivity

Postby Karede » Sat Apr 30, 2016 12:50 am

Reminder to take a moment to be glad that the vast majority of suggestions don't make it into the game
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Re: Captivity

Postby Zeler » Sat Apr 30, 2016 6:05 am

no
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Re: Captivity

Postby LadyV » Sat Apr 30, 2016 7:53 am

No and take Sabi's helpful advice in the link and read number 7.
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Re: Captivity

Postby rusherekk » Sat Apr 30, 2016 4:57 pm

executions would be cool tho
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Re: Captivity

Postby TeckXKnight » Sat Apr 30, 2016 10:45 pm

No and your understanding of in-game mechanics and player interactions is poor. The last thing anyone needs is a way to hide murder scents inside of their walls or have the ability to lock other players out of inheriting property and stats/skills. This could also wreck a village if a lawspeaker is captured (I know, keep lawspeaker as an alt, but no) and held captive indefinitely. Making players sit around and do nothing is, frankly, not a great mechanic.

Permanent scents would also be bad for a lot of reasons that I'm not going to bother expanding on.

Public executions would be pointless. Even if someone had to stand in the open for a week before being executed, no one is going to successfully siege the walls to save them. And everyone is going to build execution platforms within their walls because building it out in the open is pretty pointless.

Ultimately your suggestions would just lead to scenarios like this: Find someone foraging by the river, KO them, they have decent gear so instead of killing tie them up and bring them back home, KO them inside of a cellar and take everything, leave them in cellar indefinitely. Have a bot perform any daily maintenance necessary to prevent them from escaping (reapply ropes or whatever). Player has no ability to inherit property or stats/skills. Nidbanes are based on battery scent or abduction scent and are wildly weaker than murder-banes. If your base is being sieged and it actually looks like they'll break your shields log onto an alt and execute all prisoners while moving goods to vaults.

Maybe some larpers would use this to capture players and ransom them but that's really not what this system is designed to do.
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