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I would like there to be a player capturing mechanic.
Similar to mercy (as in the Knight command), I think that if your opponent
cannot run, and are at quite a low level of health, it very logically follows
that you should be able to capture them, as well as the generic 'just kill
them'.
Hostages would be unable to quit out of the game for a set number of hours (24,
36, 48, these are all good numbers), their bodies would physically be loaded in
and present even if they disconnected---ultimately they would be at the mercy
of whoever captured them. If the captor earns whatever ransom they feel is fit
from the captive's guildmates/friends, they can let the captive free early/let
the body log out. Or, the captor can just kill them. It depends on the
circumstances and situation.
Naturally, you need some sort of cost/mitigation to capturing, be it that:
A) You can only capture one player every 96 hours.
B) Perhaps the success rate of capturing varies from 30% to 70%, at random
rates. You can only try to capture a player once in your combat, if that is so.
C) After capturing a player, you suffer a magical backlash, and all your stats
are reduced by 10%.
D) Other options, as thought up by AoB.
This mechanic favours not only evil players, but good players, as well as
neutral players. Extortion or righteously taken blood money or forced peace
treaties are famous notions that come to mind.
As to where captives would be stored, perhaps they can follow you around in a
paralysed state, rather like mounts. Or, you might be able to put their bodies
in a pocket dimension, reducing the weight by 50%. Or, you might have to carry
the full weight of their bodies, but you just carry them in inventory as is.
There are many easy methods to resolve this question.
Anyhow... my suggestion is to allow us to capture players. I feel that given
the weakening of death and the relative ease of recovery, such a mechanic
allows for a reasonable return of fear in the game, which is effective in
punishments or roleplay!