Knock Outs, Stealing and Murder

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Knock Outs, Stealing and Murder

Thought this could be a 'fun'* extra mechanic:Currently there's no real difference between Looters, Raiders and Bandits other than equipment. They'll all straight up murder you even though most are unarmed or using rifle butts. I thought it'd be cool if such blunt attacks could only ever knock you out, and not kill you. Obviously when you come to, the looter will have done what his name suggests and nicked all or some of your stuff. This creates consequences to fighting and collapses that aren't necessarilly game ending. You could also have the chance to track the person that stole from you and get your revenge (a tricky proposition when they have taken your gun).The same thing could happen to you while you're asleep. Such mechanics would mean looters could be a lot more common without making the game too hard, and recreate the first most entertaining moments when you're desperately scavenging for the bare essentials.It would also be good to occasionally be on the other side of the equation. When scavenging, if stealthy enough, you'll come across sleeping enemies, which would appear in the inventory on the ground.New recipes: Sleeping Enemy + Knife = Dead Body + ClothesSleeping Enemy + Knife + Hiding = Dead Body + Less Dirty ClothesSleeping Enemy + Wrench = Unconcious Enemy + ClothesSleeping Enemy + Wrench (Feeble Character) = Awake Angry Bleeding EnemyAnd so on.One last mechanic this would allow: Your character will sleep better the less people you kill. New Traits:Punchy = Improves knock out blows.Glass Jaw = You're more susceptible to being knocked out (precludes Punchy).Murderer = Sleep like a baby regardless of your Murder count (can be earned in game by killing a ton of dudes).*infuriating

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Erm, a blunt instrument is just as likely to kill someone as any other weapon. Same with unarmed combat. I see unarmed combat as wildly going at one another with bare hands, strangling, flailing and using the terrain around you. Unless you've taken melee, I don't think you'd have masses of control over whether or not you've knocked someone out.Also, scavenging to find sleeping enemies lying around is rediculous. You must be making a lot of noise going through containers, breaking into locked doors etc. The game already features enemies being attracted by your scavenging attempts, surely anyone in the building you were exploring would be woken up by it - unless you were being extremely stealthy.I also find the idea of using the crafting system to do combine sleeping people with weapons somewhat tasteless/weird/awkward.That said, having the option to just disable an enemy to steal their stuff (and vice versa) would be quite an interesting addition. Ultimately, I think this is best achieved by putting combat into the pre-existing encounter format - then you could use multiple skills to evade, murderize, hide from or steal from a foe, with varying degrees of success based on your foe's skills. Tracking someone down who stole your gear while you slept, taking revenge on someone who left you for dead does sound like a good addition.

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When you scavenge an area with Hiding and Night Vision the stealth meter is practically full. I took this to mean you'd be pretty sneaky in the buildings, and finding unaware or sleeping enemies doesn't seem that ridiculous. The best way to do it would be in the encounter screen, but I thought the inventory would be a funny and easy way to do it. They are, after all, on the ground. Obviously if you were ransacking the place with Strength and a crowbar then no-one is going to sleep through that, for which the current system is absolutely right. I know blunt objects and hand to hand are lethal (not to mention that when they're not, there's nothing to stop looters caving your head in with a rock) but I thought it could employ a little movie logic. How often in films does the hero get knocked out only to make a come back? Or it turns out the villain wasn't really dead? (It's unclear if the player is hero or villain in this, I'm leaning towards villain).I was being a bit silly with the recipes, they are intentionally tasteless and odd (so mission accomplished, I guess!)

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Haha fair enough! You make good counterpoints too.I'm not sure hero vs villain enters this game, other than your own personal thoughts about what you want your character to act like. Seems like a pretty shades of grey thing to me.

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Well this is something of a first for the internet!It's definitely how you want to play it for the hero/villain thing. Earlier as a character with tracking I followed a raider across 3 turns and finally blew his brains out from a mountainside. Unquestionably a villainous move. Non-lethal options would help make that distinction in a more heroic direction.

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That's because I'm Lorgath, a friendly internet Cacodemon.Also, what a nasty thing to do. I thoroughly approve. I tend to avoid fights as much as possible, because a) I only have so many limbs to lose and b) I usually take hide. In fact, my last character was wandering around with a trolley, more ammo than he knew what to do with and a fully modified rifle because he'd never had a fight in the game. He eventually died because I had to go to sleep myself.

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It is definitely easier to survive with the right skills and I've had that experience myself. Anything that lets you loot unseen drags the whole thing out a LOT.Lately I've been having fast games by using what I call the Burly Murderer Build. You want High Metabolism, Strength, Melee, Tough, Athletic and Tracking. Practically your only source of food is what you can loot from your victims, who'll be queuing up seeing as you can't so much as read a newspaper without waking up the entire neighbourhood. They ALWAYS die violently.

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