I feel like sometimes it would be fun to hold someones clan mate hostage in return for items, such as metal and wood. i understand that they could just re-log but maybe we should make it so if you log out you will respawn in the same place and you could only respawn randomly if you die. But with the hostage situation maybe we could make ropes out materials from animals then we could drag them with the rope with a tiny animation of him on the ground shaking his legs. Afterwards, we could tie them to tiny little "posts" or pillars so they can only walk about a certain small distance. Someone else could come along and ask for some sort of reward for the "prisoner" to be released...or they could just kill him. I really dont care how it ends up working but i really think it would be awesome if we had a nice working hostage suggestion. I understand this will be really hard to implement, so i understand that this may not be able to arrive shortly but maybe in the future this could happen? By the way maybe the only way to tie them up with a rope would be to come from behind stealth-wise and tie them up...this procedure could take up to 5-10 seconds to fully tie them up or else people would just go around spamming clicks.
Dont judge me i was bored :D.
Ok so you read my thread get to the hostage part and you take it as your idea wow what a community, and you dont even give me credit -_- :suicide:
[QUOTE=MCDaniel48385;41830776]Ok so you read my thread get to the hostage part and you take it as your idea wow what a community, and you dont even give me credit -_- :suicide:[/QUOTE]
Umm i didnt even read your thread...
Yes you did when i saw that someone was reading my thread i went to check it said your name im not an idiot.
Calm down daniel...just link me the thread and i will look at it.
[QUOTE=Skrill Cosby;41830832]Calm down daniel...just link me the thread and i will look at it.[/QUOTE]
[url]http://facepunch.com/showthread.php?t=1298766[/url]
do you think you are the first person to think of hostages or anything? he doesn't have to give you credit at all, don't be silly
"ps thanks to mcdaniel because he's the only person to imagine hostages ever"
I will tell you exactly why this needs to be thought through [I]exceedingly[/I] carefully: There is a very high chance that a hostage you capture is going to have nothing to do for at least half an hour, unless it's very easy to escape or very easy to rescue them. This is even assuming that this person's clanmates are online at the time.
So, you have a game mechanic that is either fairly trivial... or means a player is [I]not[/I] playing. I would honestly log off and go do something else unless I [I]had[/I] to get my friends to rescue me live. And then I'd just... log off.
You should not take away the player's ability to play the game for more than a short period of time. It's a bad idea. I would seriously give up and quit in frustration if I sat around for half an hour shouting for someone to come rescue me and nothing happened. That's not a game, that's a lonely person's Twitter account, waiting for someone other than a bot to follow them.
your right, i didnt think this through...im sorry for my evil crimes
In order to have hostages, you have to have fear, and since this is a game, somebody would rather fight to the death, outnumbered, than wait in a fucking room for god knows when.
It [I]can[/I] be done, but there'd have to be some sort of timer, and some way for the player themselves to make their own escape. These escape methods don't have to be easy or giveaways for the hostage player, but they need to be at least somewhat fair.
So, for example, the hostage may be able to wriggle out of their own ropes, but wriggling will make noise, and a hostage-taker-faction player can reset the hostage's progress if they catch them trying to escape. In this way, you [I]literally[/I] must devote resources to guard a hostage if you don't want them escaping. If they escape, now they have to get free of the site. There needs to be some sort of balancing mechanic here, since the ability to build arbitrarily means you can grief someone into a tiny box surrounded by a mile of wood.
Also, there should be a maximum timer for being a hostage, so that if someone does get captured and their clanmates just choose to ignore them and do something else, you don't have one player basically having their game denied by the other faction camping them and keeping them from wiggling free of their bonds. Once that timer expires, they're just teleported free to... somewhere, whatever makes sense.
[QUOTE=elixwhitetail;41832203]It [I]can[/I] be done, but there'd have to be some sort of timer, and some way for the player themselves to make their own escape. These escape methods don't have to be easy or giveaways for the hostage player, but they need to be at least somewhat fair.
So, for example, the hostage may be able to wriggle out of their own ropes, but wriggling will make noise, and a hostage-taker-faction player can reset the hostage's progress if they catch them trying to escape. In this way, you [I]literally[/I] must devote resources to guard a hostage if you don't want them escaping. If they escape, now they have to get free of the site. There needs to be some sort of balancing mechanic here, since the ability to build arbitrarily means you can grief someone into a tiny box surrounded by a mile of wood.
Also, there should be a maximum timer for being a hostage, so that if someone does get captured and their clanmates just choose to ignore them and do something else, you don't have one player basically having their game denied by the other faction camping them and keeping them from wiggling free of their bonds. Once that timer expires, they're just teleported free to... somewhere, whatever makes sense.[/QUOTE]
If the hostage's buddies aren't interested and blow him off, the enemy clan will just kill the hostage instead of guarding him all day.
This feature can be abused, so yes, there should be some sort of timer.
[QUOTE=Sockem;41832234]If the hostage's buddies aren't interested and blow him off, the enemy clan will just kill the hostage instead of guarding him all day.
This feature can be abused, so yes, there should be some sort of timer.[/QUOTE]
Not if they're using the hostage feature to grief players instead of legitimately taking hostages so they can exchange them for guns/ammo. Killing the hostage player is a mercy at that point, because it lets the player get out and start arranging revenge/leading the others to the enemy base. It's in the best interest of the faction to hold the hostage as long as possible, because that's one less gun against them, and they've likely revealed their location, unless you black-hood the hostage for the trip, in which case they get to spend 5-10 minutes looking at a [I]black screen[/I] while being carried off to base.
It can be done, but it would require multiple cycles of refinement and improvement, and you need to decide if it's worth the effort.
Just being in this thread makes me feel like I'm a hostage. More mediocre ideas that aren't needed.
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