Capture

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

Capture

Postby Jackard » Mon Aug 03, 2009 1:44 am

Players are too quick to kill over any slight. It'd be nice if there were alternatives to dealing with thieves/enemies other than killing them.

What if the Ranging skill allowed you to restrain a player under knockout using Rope? This would aggro the character, preventing them from logging out or hearthing. You can still act normally with a few exceptions - you cannot free yourself, change your beliefs or initiate combat.

Rightclicking the captive would bring up two new options: Force Follow and Release. Force Follow acts like the opposite of Follow, and it can still be canceled by the captive moving elsewhere. (It is simply there to prevent captives from cockblocking their captors by logging off. Captives should probably be immune to Thorns to prevent scentless murders. Drowning/Trespassing is not a problem though, since they must be toggled by the captive.)

Now you could take enemies captive or imprison them, instead of just killing - opening up the possibility of escapes, ransoms and rescues. Captives would need another player to break their bonds for them - obviously, if your enemies put in a lot of effort to capture you, escape shouldn't be so simple.

NOTE: This thread is not about slavery or your nerd fetishes.
Last edited by Jackard on Tue Aug 04, 2009 4:44 pm, edited 1 time in total.
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Re: Manacles/Shackles

Postby Spiff » Mon Aug 03, 2009 3:27 am

Also many comical escapades!
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Re: Manacles/Shackles

Postby Xarx » Mon Aug 03, 2009 11:52 am

To go along with this idea how about making a construtable Pillory to store the prisoner, and the ability to throw rotten vegetables at them.
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Re: Capture

Postby skrylar » Tue Aug 04, 2009 4:50 pm

I like the idea of having a player skill for keeping a person knocked out (a detain black art?) with the other option instead burning a one-time use item to bondage the person up. This item would have a definite release timer (either something like then minutes give or take strength/dex values from the time applied, or a random release using a widening success over time, or ...) which is paused if the player is not online (or X time has to pass offline for it to come off).

This allows thieving raids to detain civilians, civilians to :lo for a while to be safe in the case of rope usage (the paused timer prevents cheating here). Consequently this also removes murder as the "only" option to keeping your identity safe-ish, so the bribery needed to keep the rangers away could be less and civilians wouldn't lose their characters as often.
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Re: Capture

Postby Caradon » Tue Aug 04, 2009 5:02 pm

Being a citizen, I agree with this.
Trolls- Dont argue with it, Don't reason with it, Just DOMINATE! Southpark S10-E5
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Re: Capture

Postby Delamore » Tue Aug 04, 2009 11:26 pm

It will only work when you cannot see the names of people with chat if they don't want you to.
Also make it so knocked out players are aggroed, you can just logout when knocked out unless you get attacked currently.
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Re: Capture

Postby Frelock » Wed Aug 05, 2009 12:23 am

Jackard wrote:I'd like to hear more ideas on alternatives to killing your opponents and adding variety to the shenanigans ingame.



Here's an idea: literally chopping off the hands of thieves. Basically, it would take away the "right hand" inventory slot, which means you can only wield 1 one-handed item at a time. This would, naturally, be a huge inconvenience, as you wouldn't be able to use pickaxes or bows. Also, you could easily identify former thieves, and treat them accordingly. Of course, it would also mean many more hours for Jorb, drawing up a 1-handed character...
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Re: Capture

Postby Grelf » Mon Feb 14, 2011 2:45 pm

Jackard wrote:Ruggan just reminded me - it'd be nice if there were alternatives to dealing with thieves/enemies other than killing them. Players are too quick to kill over any slight.

Mentioned this before, but I think it was lost in that thread - what if the Lock and Bolts skill allowed you to create restraints that would 'aggro' when placed on a person? It would allow you to take enemies captive or imprison them, instead of just killing - opening up the possibility of escapes, ransoms and rescues.

YES! Ransoms please! This would completely change the face of war.
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Re: Capture

Postby buttlord » Tue Feb 22, 2011 12:05 pm

bumping this shamelessly and hopefully adding some quick ideas

With the capturing, after you KO a player, with a rope in your hand get the option to tie up the player. Then lift (make ko-ed players liftable).
Build a cell for them where they basically cant teleport from, give it the soak of say a strongbox. Have a key for it (have it or throw it in a river :) )

Use the captured player for hostage bargaining. Or to deny him ancestor powers since he won't be dead. Only drawback is that the dude can get busted out by his villagers. Say if anyones online and the situations hopeless, the hostage can be ranged from the outside of his cell and killed for fun.
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Re: Capture

Postby SeanPan » Tue Feb 22, 2011 12:18 pm

Anyone who is captured in this way should be permanently logged in, whether the player is online or not. For all practical purposes, he might as well be a dead character - capture ought to be a fairly expensive LP option, though. The captors would need to regularly feed and otherwise maintain him.

Plenty of taunt potential, though: capture a thief and let him be seen!
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