Capture mechanics

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

Capture mechanics

Postby cpt1silencer » Tue Sep 22, 2015 5:09 am

People don't want to die, and killers don't want to let people off for free. So i think there is a possibility to add some kind of capture mechanic to the game, allowing violent characters to capture rather then kill a person.
The captured person doesn't want to die and therefor is willing to continue to play under more restricted circumstances. I'm not sure how such a system would work, but it would be along the lines of using a rope to apprehend an unconscious target, or a conscious target that has surrendered (meaning they'll sit still while they're tied up). The character now becomes more or less an object, able to be carried and stored in a boat, instead of being a bag in the boat, they'll appear as normal i guess, though they'll have no control over their movement.

The tied effect would last an hour to prevent people from just being tied up and disposed of to suffer a fate worse then death, permanently bound and left somewhere. The bound person most likely would be transported to a prison of some sort, built and maintained by the captor, inside will be an item that acts simularly to the hitching post but keeps a hearthling bound by rope but perhaps not limited in movement. They'll be unable to fast travel away and would be stuck to the item, maybe a ball and chain. It would allow them to move around inside the locked area but unable to fast travel away. they can log out and function as normal, probably forced to provide labor to the captor in exchange for eventual release or simply to be allowed to continue to live.

Let me know what you think, any improvements or suggestions.
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Re: Capture mechanics

Postby Bowshot125 » Tue Sep 22, 2015 5:14 am

This would sorta work, some people wouldn't slaughter everyone. But, we're talking about Haven here. If you're anywhere near the raided area you will be killed because people are just like that. Eventually we won't have many people on because of the hardcore permadeath, then I don't know what will happen after that. Unless stricter punishment on raiding is introduced, the future is dark for the game. I know a large amount of people already disagree with me, but if everyone is getting killed off and no time to progress, its going to end bad.
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Re: Capture mechanics

Postby LadyV » Tue Sep 22, 2015 7:05 am

Bad mechanic. Denying a player their playtime, especially one who pays for this game, is a recipe for failure.
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Re: Capture mechanics

Postby mattresses » Tue Sep 22, 2015 7:39 am

LadyV wrote:Bad mechanic. Denying a player their playtime, especially one who pays for this game, is a recipe for failure.

They'd still be free to make a new character; players are definitely owed the playtime they pay for, but permadeath denies players their characters by design.
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Re: Capture mechanics

Postby jorb » Tue Sep 22, 2015 8:41 am

Myeah, idk. Similar things have been suggested in the past, and it is obviously bound to be controversial at the very least. Continuously considering.
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Re: Capture mechanics

Postby Lojka » Tue Sep 22, 2015 10:03 am

you already can do something like this, but capturer itself should spend some time...

just command knocked out hermit to move to prison, and then to build hf, so now you only must build walls over his hf and he couldn't escape anywhere !

or he can refuse and just be executed...
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Re: Capture mechanics

Postby Procne » Tue Sep 22, 2015 10:35 am

A completely redundant mechanic imo. If anything like this was ever supposed to be implemented then I think it should fullfill 2 criteria:
1. Attacker has some gains. The current idea doesn't really give anything to the attacker (see below why)
2. A defeated player should still be able to play in a fun way. Fun enough that he doesn't make another character instead (which would practically be death of the first char). This isn't real life. If you lock someone's character then you will NOT force him to work. The said person will just stop logging this character, and the attacker doesn't gain anything.

The best idea so far, that I have seen, was the one with vassals. A player can force another player to submit, and therefore grant the aggresssor a percentage of their lp. Attacker gains extra lp, vassal gains slightly less, but continues to play normally
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Re: Capture mechanics

Postby Lojka » Tue Sep 22, 2015 11:44 am

but what if i caught your vassal and he became mine then ?

1. if he is no longer your vassal - then it is easy to re-vassal with your friends character
2. if vassal penalty stack - then at some point he couldn't have any lp at all
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