Hi all, just a thought. I love the idea of taking prisoners and confess to being a fond builder of trap houses for my own perverse amusement. Anyway lets face it, if anyone is taken prisoner in these new prison cell blocks we have, they are unlikely to be compliant for long or at all and just suicide out.
I had a thought that this could work in conjunction with the new XP system. You can tranquilize someone with a tranq gun that isn’t as effective as a proper gun so you take a risk in the attempt - think MGS. From the victims perspective they died and respawn. But from the attackers perspective, they have an unconscious NPC that they haul back home. The NPC wakes up and depending on the original players XP, the NPC can do certain things for the captor such as crafting GP, farming etc, and will run away and die if given the chance. There would need to be some sort of XP level indicator early on to discourage newman farming (perhaps on the gun?) and some method to stop you farming your complicit friends - dare a say a clan system?
OK tear this one apart chaps