Now that I've got your attention.
This is something that's been brought up a few times in the various plot/conflict threads, often championed by myself: kidnapping people in Armageddon is difficult. More difficult than it probably should be. This is NOT the thread to post "but it's technically possible!" because yes, I'm aware of that. One of my PCs was even successfully kidnapped before! This IS the thread to discuss how we might make kidnapping/restraining/otherwise nonlethally subduing people a more enjoyable and realistic experience for all involved.
Here are some ideas I have:
- Expand 'subdue' so that you can use coded rope objects to bind a subdued person.
This is pretty straightforward. It would require more than one person to be in on the kidnap job, which seems realistic to me. Codedly, the subdue mechanic is already there. Here is how I envision it working: if a character is successfully subdued by Character A, Character B can then use rope to tie the victim up. This would incur a time delay, during which the subdued individual can attempt to escape using the same 'flee' mechanic we already use to break a subdue. The victim might possibly have a bonus to flee here, given their captors will be moving all about trying to secure them.
- Expand 'flee' so that you can attempt to wriggle free of being tied up.
Just what it says on the tin. You can attempt to break loose. It'll cost stamina points and echo to the room, though, so if your captors tell you not to move, you might be better served sitting still.
- Expand 'sleight of hand' so that people can attempt to break their bonds unseen.
If you have the relevant skill, your flee attempt will either hemote or not echo at all. We could also tie this into flee skill.
- Add new 'bound' state for characters that functions more or less identically to 'subdued.'
People will still be able to emote etc. but won't be able to move. They'll incur pretty severe penalties to being attacked, which makes sense as they are immobilised.
- Create a new command such as bind/unbind to tie someone up or untie them.
Pretty self-explanatory. Also, I'd imagine certain actions taken against a bound person might have a chance of freeing them, such as dragging them around or attacking them. We're not talking steel chains here.
Given we now have quality of tools/objects, we could work the quality of one's rope into the probability of one's victim being able to break loose.
Why is this necessary?
It's not, really. It'd be nice to have, though. Kidnapping people currently involves a lot of keeping them unconscious or locking them in places. Both of those situations are not ideal. I had a character kidnapped from Allanak and dragged down to Red Storm once upon a time, and while it was an awesome plot, the mechanics were somewhat cumbersome. I've also had a character held hostage for an extended interval of time, and my PC's captors kept her unconscious for quite a while and then used a magickal mechanic that left me unable to emote. In a lot of ways, that sucked. I was totally willing to play along, but I can't blame them for being overcautious. They were just doing the best they could with the tools they had and it was still great RP, but man it was frustrating having to be either incapacitated beyond emoting or totally KOed. A coded middle ground would be nice.
There already is a middle ground, you dork. It's called 'subdue man.'
I have some issues with the way the subdue skill currently works. It's not an ideal solution. For starters, it's pretty easy to escape unless one of the parties in question is significantly bigger/stronger than the other. And escaping doesn't penalise the escapee at all. Also, the subduer not being able to wield even a single weapon can be pretty frustrating. Want to hold a knife to someone's neck so they don't just >flee flee flee? You just have to emote it and hope they play along. Most people do, but it'd be nice to not have to trust 'most people.'
This isn't a perfect idea, and it's probably not 100% necessary, but given all the recent discussions we've been having on the boards about nonlethal conflicts and now Cayuga's post about plotting, it's something that's churning in my head. I've had three characters involved in kidnap plots, twice as a victim and once as a perpetrator, and it's always been memorable, if something of a clusterfuck. With a couple little code tweaks, I think we could make it much easier, and a lot of the code is already in place.
I'm sure there are drawbacks I haven't thought of yet, such as whether we'd need special code to feed/water tied up people like they're houseplants or whatever, but I'm sure people who are better critical thinkers than I will bring those up.