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Suggestions.

Right, I've bee thinking recently, and a few ideas have hit me wihch would add to general RP in the server, and hopefully help bring PvP along easier. Anyway, here they are.

Idea #1: Blindfolds

An idea I suggested earlier, which I think would greatly help with RP. A blindfold would be a great way of stopping people from fighting back, and making sure they stay captured. Adding a blindness affect to someone would further increase chances of people electing to capture people as opposed to strait out killing them. As I said, I suggested this earlier, but I think bringing it to the table again is a good idea.

Idea #2: Ability to Knock Someone Out

Right, this is the big one. I spoke with Arkov some months ago about the polssibility of this being implemented, and he seemed to think it was possible to script. Basically, as it stands now, It seems that people get PKed far, far too often. I think this is partly, if not mostly because the logistics of actually capturing someone is too difficult to pull off, because it generally makes a big scene. I think adding a 'second fuge' option to the game would be the best option here. To be able to knock someone out, sending them into an unconsious state and be replaced by a 'corpse' which represents the unconsious body of the character. This would greatly increase RP oppurtunities. All too rarely I have seen anyone captured then taken to a secret HQ, purely because it's so easy to metagame the location if you're walked there. If this wouldn't be too difficult to script, I think this'd enrich the setting greatly, and offer new RP oppurtunities.

And shit.

- DD

Number two is amazing. It really is and I think it would be an amazing aid for all conflict roleplaying. I've always been intrigued by the thought of taking hostages, but never seen a good way to perform it. This would be an ideal way to go about it.

Two thumbs up.

Not to belittle number one. It's still a good idea, just not a phenomenal one. Also, blindfolds are easily removed when hands are unbound... would be kind of frustrating if you couldn't unblindfold yourself in a simple way. Maybe eyeless leather masks like falconers use on their birds would be more appropriate.

LOVE suggestion number two. Brilliant, infact I'd be far less likely to kill somebody outright with any villian of I could abduct them!

I've suggested #2 before, but I'm in huge support of both. They should be items that are at the top of the list.

question is how do you knock them out? Do we use a 4th subdual mode called "capture" or "kidnap" What happens to the pack of the unconscious person?

How long do they stay knocked out? Should this be based on a Con check? Will check? Should they be susceptible to another knock out during the 'waking up' state to keep them out cold for long transports? Do you have a stat/ability penalty during the 'wake up' period? Maybe use daze spell effect for the animation.

Once captured should the spawn point be changed to the location they are dragged to? Hate to see a great capture take place and then the server reset and suddenly the captured person is in the Town Hall.

Would the knockout attempt require DM supervision?

How do you wake the person on your own if you want?

What methods can be used to knock them out? Maybe an underdark version of Chloroform that has a ridiculously high DC (counter is a Fort save vs. poison) that drops your con to 0 thus knocking you out.

Lastly,

How do you stop the other person from FD'ing you. I know lots of players who when they get jumped, assume it's FD assissination and fight back at full balls out.

To knock them out I would think it would have to be a touch attack with Underdark Knockout Juice Soaked Rags. Also how do halflings knock out orcs? They can't even reach the face of an orc! I mean there has to be a size difference bonus/penalty somewhere in there also.

Maybe a special Knockout trap?

Brainstorming here.

I was thinking that it'd act like a 4th subudal mode, and you just beat them the hell up. Or, maybe, whatever.

Uh.

- DD

A single well placed blow in reality can knock out the biggest man, for several seconds, long enough to get a rendition hood and shackles on them. No need for chloroform or animal tranquilizers, unless you want to be nice to your victim. Translated into ig, DD's 4th subdual option of beating them into unconcious, and make it a requirement for some type of binding and hood for the "Corpse" effect to take place. (A knockdown beating, would only keep someone out for maybe thirty seconds max, unless you put them in a coma, which might as well be FD) When you take off the hood, they are awake. (The hood could act as a blindness/deafness so no Fuge thing is needed, if the DM's balk at the secondary fuge. The effect would be the same as resting visualy) Some great RP ala a nice bitch slap to wake them would be iceing on the cake. Would be so much more fun to kidnap rather then simply FD someone. Would make the team evil even more dastardly and team good, ala the watch, able to actually capture those for trial that wish to die rather then be brought in. Bounty hunters and would be ransomers would be in play!

Given some more thought, subdual mode allows for this, you just need the hood to remove the ability to metagame where they are taken, and shackles to keep them from running off. The only plus from the fugue option is that it relys on absolutley no player cooperation where as subdual, hood and shackles still require them to play along to some degree..

Both suggestions are on our list.

Yeah, another subdual mode would work. Sends the player to the fugue and drops a corpse object with -all- of their gear on it. No pack. This makes it quick to just pick up the corpse and run off.

And there are ways of binding one's hands so that a blindfold cannot be removed. Of course, I think shackles makes them unable to move so....

I really like the second fugue option as well. Perhaps the mechanics of it could work along with existing subdual damage - instead of being winded, if you get knocked to the negatives you are down, if you are hit to "death" in subdual, you go to the K-O fugue and cannot "respawn" back to your "corpse" for a particular length of time?

PD

>_> scripts take time. Both have been brought up in the past, We'll just have to be patient. :P

That forum avatar is amazing DangerousDan.

I love both of these ideas, but I can already foresee some problems when you introduce the element of kidnapping into the server.

Chief among them is the set of problems arising from actually incarcerating a player character for any substantial length of time. Having been on both sides of that fence, I can tell you that not only is it no fun to sit in a jail, in fugue, or in some other place for an indefinite period of time, but it is also bit uncomfortable to put someone in that position, at least for me personally.

A kidnapped PC could be held up for literally days, if not weeks. It effectively means the removal of that character from play for an undetermined amount of time. The player would then be motivated to stop playing that character until the kidnapping is over, because who wants to sit in a locked dungeon for hours on end? This raises the problem of OOC scheduling, because you have to time the rescue of the kidnapped PC to coincide with the player's availability.

I could imagine a few situations where this could be avoided, but all of them would require some sort of scripting. Perhaps if, once kidnapped and offline, the kidnapped PC could be represented by an item which is destroyed when the PC is freed, returning them to their previous spawn point. But then, would you want to log in one day and find yourself free with no idea how you got there, or what was said around you while you were offline?

As much as I love the idea, I'm having a hard time seeing how it would work in practice in a way which allows for the kind of time frame that is usually involved in the average EfU plot.

Buzzkill.

PlayerCharacter I love both of these ideas, but I can already foresee some problems when you introduce the element of kidnapping into the server.

Chief among them is the set of problems arising from actually incarcerating a player character for any substantial length of time. Having been on both sides of that fence, I can tell you that not only is it no fun to sit in a jail, in fugue, or in some other place for an indefinite period of time, but it is also bit uncomfortable to put someone in that position, at least for me personally.

A kidnapped PC could be held up for literally days, if not weeks. It effectively means the removal of that character from play for an undetermined amount of time. The player would then be motivated to stop playing that character until the kidnapping is over, because who wants to sit in a locked dungeon for hours on end? This raises the problem of OOC scheduling, because you have to time the rescue of the kidnapped PC to coincide with the player's availability.

I could imagine a few situations where this could be avoided, but all of them would require some sort of scripting. Perhaps if, once kidnapped and offline, the kidnapped PC could be represented by an item which is destroyed when the PC is freed, returning them to their previous spawn point. But then, would you want to log in one day and find yourself free with no idea how you got there, or what was said around you while you were offline?

As much as I love the idea, I'm having a hard time seeing how it would work in practice in a way which allows for the kind of time frame that is usually involved in the average EfU plot.

wcsherry That forum avatar is amazing DangerousDan.

^.^

*Edit*

As an aside to PlayerCharacter. I do see your point. However, I have to say that being incarcerated with RP is far more preferable to being PKed unceremoniously. Perhaps the solution would be to introduce some eitquette into the way kidnapping is dealt with? Or maybe even a solid rule.

I don't know!

wcsherry That forum avatar is amazing DangerousDan.

I bet you don't know what it's from.

Sorry to put the harsh on everyone's buzz, but we really do need to think this all the way through.

The only thing that gives me pause is how to kill someone that's knocked out.

Well, waking them up too.

Why not make it a conversation? The only limit of conversations is that it cannot be accessed in combat. A random arrow being shot at you keeps you from trying to shake someone up/revive...

Why not an OnWhatever when healed? Either magical healing or being targetted by herbs and passing a Heal check. I'm not a scripter, I don't really know what I'm talking about. But this is a neat idea.

Kill them? Maybe their placeable body can be destroyable-- give it a little bit of damage resistance and 10 HP, under the rules assuming it has stabalized but is unconcious at 0 HP. Or just go with the conversation idea.

ExileStrife
wcsherry That forum avatar is amazing DangerousDan.

I bet you don't know what it's from.

Same artistic style as Fallout and Fallout 2. Though I don't specifically recall that one.

DangerousDan's avatar is a self portrait.

Porky McPorkerson.

Garem Well, waking them up too.

Why not make it a conversation? The only limit of conversations is that it cannot be accessed in combat. A random arrow being shot at you keeps you from trying to shake someone up/revive...

Why not an OnWhatever when healed? Either magical healing or being targetted by herbs and passing a Heal check. I'm not a scripter, I don't really know what I'm talking about. But this is a neat idea.

Kill them? Maybe their placeable body can be destroyable-- give it a little bit of damage resistance and 10 HP, under the rules assuming it has stabalized but is unconcious at 0 HP. Or just go with the conversation idea.

When someone is asleep, a nice rap on the head does the trick...maybe the same thing here, a very minor dameage, like a halfling backhand to rouse the unconcious victim..a good slap goes along way!

But what are you damaging, and how do you do it? Making it a placeable is like to be cumbersome. I shall ponder this!

If the script functions as Dan originally proposed, the character's avatar temporarily goes to an "unconcious" cell-like area, and is replaced by a knocked out body. Mimicing our current deaths scripts.

9lives But what are you damaging, and how do you do it? Making it a placeable is like to be cumbersome. I shall ponder this!

If the script functions as Dan originally proposed, the character's avatar temporarily goes to an "unconcious" cell-like area, and is replaced by a knocked out body. Mimicing our current deaths scripts.

I may be misusing terms here. I'm considering the item that drops that looks like a corpse to be a placeable! I think Dan-Dan-the-Danger-Man has the right idea about how to implement it-- just a seperate fugue-esque place called La-La-Land.

To clarify my previous suggestions... 1. Make the "unconcious body" have a convo where you can wake, pick up, take items, take gold, or crush skull. 2. Tricky to script probably, but have any form of healing affect the "unconcious body" return to the world. Might add a few seconds of blindness or a stun on them when they come back. Food for tough. 3. Going along with suggestion two, to kill the unconcious person, you would literally Bash the "unconcious corpse" until it was destroyed. On this, the avatar in La-La-Land would be fugue-bound and the "unconcious corpse" would be replaced with a standard PC corpse.

Suggestion:

Modify the corpse so that when it is picked up you have more than just the option to drop it, you can also use it. Using the corpse brings up a dialog that allows you to do a number of things:

1. If you have in your inventory the body of an unconscious person, you have the option to kill them. Crush their head, slit their throat, snap their neck, whatever.

2. You have the option of destroying the body. The body disappears as if the player had logged off.

3. You have the option of cutting off body parts, such as the head, this would also kill the player if they are unconscious. The body then disappears as if the player had logged off, and you get the body part you cut off in your inventory. For example, if I killed Dan I'd get "DangerousDan's Head" in my inventory. This is good for assassin's and bounty hunters, as well as trophy seekers.

4. An option to wake an unconscious person up. Let the person stay unconscious until they are awoken. If their body is dropped on the ground give them 30 seconds to wake up, resetting the timer if the body is picked up again. Generally speaking, this needs to be done to allow long distance travel. It should be assumed that whoever captured you is keeping you unconscious by frequent knocks on the head whenever you begin to stir. This allows someone to be captured and taken somewhere out of the city.

5. The ability to exit the dialog box.

This should solve the problem.

just a seperate fugue-esque place called La-La-Land.

how about an empty building in the fugue. I know there is a limited number of areas that can exist in a persistent world, so take one of the buildings, remove the roof, leave the walls and put a spawn point in there that the knockout script links to.

Seal off the building from the rest of the city of the dead, so fugue'd players can't see them or interact at all thus not screwing up any RP that takes place in the fugue (what little there is)

I like La-La-Land. :oops:

I like the idea of usable corpses.

But.. If you get intrupted- and you need to kill them quick- it takes more time to pick up the KOplaceable, use it, select death, double select it incase it was a misclick and then run....

Then smacking it with an axe.

If you could -use- to KOplaceable, then that would be to wake them up.

If you destroy the KOplaceable- then it replaces it with their normal dead model corpse.

Then we can make our normal corpses useable- in order to rip off limbs-heads-feet-hands, etc... That could be cool. Or we coul have the option to destroy it.

I would like this idea a lot! Sleeping/subdued people replaced with a 'corpse'. So much fun to be had! You get knocked out and wake up next to a satisfied Glorbor and a terrible pain in your backside.

Vlaid I would like this idea a lot! Sleeping/subdued people replaced with a 'corpse'. .....

Sleeping and subdued people might accidentally get made this way when a monster uses sleep on them.

The knockout seems to have to be a 4th subdual mode for it to not require even more work on the module to implement this.

The suggested system seems weird and clunky to me. I also have extreme reservations about opening up a dialog box that can FD a person.

People should just play nice, and if your evil base is suddenly discovered after existing for like 2 months undisturbed when you kidnap someone, then I don't think it's unfair to expect the DMs to punish the individuals involved for metagaming.

I completly agree there are tons of bases in Efu theat are a secret. However where they are is completly foig infact I think ive said to much.

This thread =

Not a whole lot of feedback from the DMs yet! What is the concensus on this? Is it in the works, just under consideration, being put on the backburner... what's up?

Garem Not a whole lot of feedback from the DMs yet! What is the concensus on this? Is it in the works, just under consideration, being put on the backburner... what's up?

Howland Both suggestions are on our list.

What list! What ever does the illustrious and mysterious Howland mean by "on the list"!

These are things I wonder, Mister Mort!

There is a list, and our scripters are generous enough to devote their free time to working on it when they can.

Patience is the perennial virtue!

Yay, that's what I hoped to hear!