cRPG

Strategus => Strategus General Discussion => Topic started by: Tomas_of_Miles on March 22, 2012, 02:30:02 am

Title: Blunt damage and being knocked unconscious
Post by: Tomas_of_Miles on March 22, 2012, 02:30:02 am
Could the damage of a killing blow be tracked in a Strat battle and contribute to whether a ticket is lost permanently after the battle? Of course you might need to add some kind of cooldown til the knocked out tickets can be used. Just an idea, I think it's well within the capabilities of the dev team.
Title: Re: Blunt damage and being knocked unconscious
Post by: BADPLAYERold on March 22, 2012, 02:39:17 am
why this would just make people not use blunt weapons at all (not like people use them much in strat anyway)
Title: Re: Blunt damage and being knocked unconscious
Post by: Tomas_of_Miles on March 22, 2012, 02:56:13 am
Maybe also add the possibility of capturing tickets, like in singleplayer.
Title: Re: Blunt damage and being knocked unconscious
Post by: Kalp on March 22, 2012, 08:50:13 am
Maybe also add the possibility of capturing tickets, like in singleplayer.
Or slaves and some kind of mines/factories feature  :rolleyes:
Title: Re: Blunt damage and being knocked unconscious
Post by: FRANK_THE_TANK on March 22, 2012, 09:11:42 am
I think you mean man whore brothel.
Title: Re: Blunt damage and being knocked unconscious
Post by: Tomas on March 22, 2012, 12:53:31 pm
I would rather see an actual prisoner system for player characters rather than tickets.

Capturing
- If you lose a battle then there is a 25% chance of being captured by the enemy
- If you retreat from battle then the chance of capture is equal to your enemies troops minus your own troops, divided by 10 and capped at 25%.  So if you had 200 less troops at the point of retreating, then your chance of capture is 20%.
- Being Captured takes you off the Strat Map until either your faction pays your ransom or you escape.
- Whilst captured you cannot perform any of your normal Strat duties (roster management, etc) but you can still fight in battles.
- Captured players lose all their gold and equipment straight away to the capturing player, with their troops disappearing

Ransoming
- Ransom amounts are decided by the capturing factions Leaders and can be set at any amount
- They can then only be paid by a Faction Leader of the captured player
- In order to pay, the captured players faction Leader must have enough gold on their char
- Once paid the captured player teleports to the player that paid the ransom

Escaping
- For every day that you are captured you gain a 10% chance to escape. So after 6 days you have a 60% chance of escaping
- Sucessful escape attempts see you randomly transported accross the map
- Failed escape attempts see your escape chances reset to 0%
- If your escape chances reach 100% you automatically escape

EDITS: Lots of them as I changed my mind :D