Would love to see the ability to tie people up after they have been subdued.
Tie man
You need some rope.
es rope
You hold a coil of hemp rope.
Tie man
You begin to tie up a man's legs.
You finish tying up a man's legs.
Now they can't move, but can still fight and use commands.
Then maybe tying up their arms would stop them from being to fight and use commands, this would be useful for animals if you're trying to bring them back to cities to sell them as live animals or something, or if you capture a criminal.
Also I'd like to see lasso's maybe be employed to aid in subdueing things or people. It's a pretty simple concept and I think Zalanthans would use it.
Let's see tying people up, lasso's. Not much else I wanted to say, anyone think this is feasible? Do we really need it? And from a coders perspective how long would it take you? Is it easy? Hard?
-RM
I can see some nice Mudsex situations here.
Kinky.
Uhh, I don't think that's what my idea was for, but hell I'm sure that 'use whip' isn't just being used for torture. Hah.
Quote from: "RunningMountain"
Tie man
You need some rope.
es rope
You hold a coil of hemp rope.
Tie man
You begin to tie up a man's legs.
You finish tying up a man's legs.
Now they can't move, but can still fight and use commands.
Maybe something like:
*Tie man legs. (prevents walking)
*Tie man hands/arms (can't wield a weapon)
*Tie man mouth (a gag of some sort no talking)
Or maybe
Tie man chair could tie somebody to a chair by arms and legs.
Good idea. I like it.
And
hold rope
followed by
throw rope down
would allow a rescuer to send a rope down to someone who doesn't have one, giving them a better opportunity to climb up. The coded benefit could even get a boost because the rope is secured by the person holding it at the top (or emoting wrapping it around a boulder and pulling the victim up while he climbs).
I think this is a great idea for those characters who can't afford to have a pair of half-giants follow them everywhere and hold people. It shouldn't neccesarily be inescapable, though. Perhaps there needs to be a knot-tieing skill. Anyone who's actually ever tried to tie someone up in a way that will last for a decent length of struggling will know it's not as easy as you'd think.
Yes definitely needs a system to be proposed by some creative person, I just don't feel like doing it.
Flex
You break the ropes by flexing your muscles.
Instead of flex, flee does sound less work and better to me.
And I like the ideas.
Just make "knot-breaking" a hidden skill for every class. Also make it dependant upon strength and agility.
>break rope
>Straining, your sinew and tendons stretch and flex against the knotted ropes.
>Shifting your weight to the side, you wriggle yourself free of your bindings! Yay Rosco!
It would probably be easier to make the rope function as a standard subdue. Escape attempts could then be handled directly by the existing flee mechanism which takes into account subdue skill, strength, and agility (I think). Basically, using the the rope to tie up someone would create a stationary monster object with a subdue skill based on rope strength and the subdue skill of the person applying the rope. You could then 'kill' the rope to release the fellow. Of course, the rope would have to be slow and unskilled and have a very small number of hit points.
You brutally slash the rope in its head!
Hmm.
How about Xena style rope escapes for the f-mes?
launch dagger cleavage
You launch a small, obsidian dirk from your cleavage, catching it behind you.
hold dagger
use dagger rope
Quote from: "Forest Junkie"Just make "knot-breaking" a hidden skill for every class. Also make it dependant upon strength and agility.
Wisdom as well, just being able to do something wont get you out if you have no plans.
Somebody idea it so we can make it the staffs problem!
Quote from: "Kennath"Somebody idea it so we can make it the staffs problem!
Somebody edit the original post to remove the apostrophe from "ideas" since it shouldn't be possessive. It's driving me crazy! *yanks his hair out in OCG (Obsessive-Compulsive-Grammar) frustration*