Extend 'Capture after PK' to all resistance

Kafe

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Suggestion:
The feature of Vortigaunts being captured after a PK situation with Combine, to be extended to include all resistance players
Applying the same timeline biotics face of being properly PK'd a few days after capture unless they are capable of escape.


Why it would be worth adding:
Think it's a pretty cool idea with the vortigaunts already, and should contextually slot well into human players too given capture and stalkerization is already a thing.
I always like being able to explore alternatives to immediate death (I am a Kenshi gamer) and I feel this is potentially a good opportunity to do the same here.

May well get more prisoner interactions in the server given capture for humans with and without this concept ends the same regardless, but now it could potentially serve as a finale to a character or an opportunity to setup more conflict in future if they escape or if an attempt is made.

Necessary content: No content needed
 
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MaXenzie

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the option to replace PKs with grievous injury and further character development is perpetually a good idea
 
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Mic15000

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May well get more prisoner interactions in the server given capture for humans with and without this concept ends the same regardless, but now it could potentially serve as a finale to a character or an opportunity to setup more conflict in future if they escape or if an attempt is made.
I'm 100% on board, but players should know that this is the equivalent of a temp-PK followed by a normal PK in the sense that cops are not obliged to RP with you 24/7 and it will be boring in a cell a lot so don't expect thrilling gameplay
 
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Kafe

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I'm 100% on board, but players should know that this is the equivalent of a temp-PK followed by a normal PK in the sense that cops are not obliged to RP with you 24/7 and it will be boring in a cell a lot so don't expect thrilling gameplay
As this is a optional choice for vort players currently, I imagine if a player gives up on escaping or doesn't find it too engaging, they can always call it in early.
 
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STUCK IN A CAKE

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I'm 100% on board, but players should know that this is the equivalent of a temp-PK followed by a normal PK in the sense that cops are not obliged to RP with you 24/7 and it will be boring in a cell a lot so don't expect thrilling gameplay
Bring back Sending captured citizens to clear out rebel mines
 
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OneClassyBanana

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I'm 100% on board, but players should know that this is the equivalent of a temp-PK followed by a normal PK in the sense that cops are not obliged to RP with you 24/7 and it will be boring in a cell a lot so don't expect thrilling gameplay
Seconded, though this condition in of itself isn't a bad thing. It still offers a chance for a final send-off - some closure.

I'm down for this, as long as it's made abundantly clear that it's effectively just a few-days' stay of execution unless they're busted out.
 
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I'm 100% on board, but players should know that this is the equivalent of a temp-PK followed by a normal PK in the sense that cops are not obliged to RP with you 24/7 and it will be boring in a cell a lot so don't expect thrilling gameplay
ill tell u the truth

this is a somewhat of a boost, to the topic of CP - REBEL Hours subject.
This will provide an actual opportunity for time of gaming collab
temporarily though, cuz if one is captured then rebel population will be on at that time, and whatever happens happens
but its something, better than nothing.

doesn't solve the whole picture of the non hostile interactions between generic human and combine side,
but it definitely already is a step in the right direction.
free rp
and opportunity for pk extension or whatever comes out of it
 

Kafe

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I do realise after the fact, that this going into effect would more or less remove any point to surrendering.
Captured either way, may as well unload every bullet you have in stock before you lose them. result is the same if you cannot flee the scene.
 
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MaXenzie

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I do realise after the fact, that this going into effect would more or less remove any point to surrendering.
Captured either way, may as well unload every bullet you have in stock before you lose them. result is the same if you cannot flee the scene.
increase the PK time limit if you willingly surrender
 
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'77 East

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This would be an interesting notion.
3 days normally, 5 if you surrender on your own, maybe.
considering vortigaunts suffer the same clause (more time if surrender, less if they go down trying to fight it off) it makes a lot of sense