Other > Suggestions

PK solution

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rax:
I got a big list of pk-s I am going to destroy. I don't want their stuff although it is vitally important that they lose it. I just want an option that when I kill someone I can decide to either open loot dialog of him or dump on him without looking in. So he will stink for let's say two days, and everyone notices it including NPCs coments like: Did you notice that smell?. It is an expensive option but it's great for role playing, it also disables dumping on someone if he is without lootable items. It also defines who is a looting pk and who is a pk psycho.

Surf:
With that option in 2-3 days the whole server would "stink". :)

Kilgore:

--- Quote from: JovankaB on June 14, 2010, 01:03:20 pm ---Then 21 level players wouldn't be able to shoot enemy scouts or suicide bombers.

--- End quote ---

Yep + everyone would have 1 lvl char looting everything from every battlefield in the north

Swinglinered:

--- Quote from: Frosti on April 23, 2010, 07:56:53 pm ---I suggest PK system from others mmorpgs.

Neutral player - nick white , Hostile players - nick pink ,  Player Killer - nick red

Neutral player never drop any items upon death.

When Neutral player attack other Neutral player his nick goes Pink. For attacking Pink player you also goes as Pink and if Pink player is killed he do not lose items. For killing Pink nicked player you do not become Payer Killer (red nick). Pink nick becomes white after some time ( 1 minute exemple).

Player who succesfully kill Neutral player (player who do not fight back to have Pink nick) becomes Player Killer - red nick. Player Killer drop all items upon death and he lose level. After 1 death for 1 innocent kill he becomes Neutral again ( 2 kills of Neutral plyers is 2 levels).

Ps: Player Killer can become neutral again without losing level or items after certian of time (10 minuts exemple)

Benefits this system bring to FOnline:

- it will greatly reduce numbers of psychopatic killers that lurks on harsh wasteland
- it will encourage players militia in ungarded cities and mines
- players who have too much items will lose them as it was intended on Town Control event

Those are 3 big pros of this system.

--- End quote ---

How do people "know" which are which, and how do items drop or not drop, levels get lost, etc.? I mean, the in-game rationale?

Is it magic?

(Yes I know we respawn after death)



rax:
It should stink. It should stink in the bunkers, and in the wastes, it should stink in bazaars and in the hunting grounds,stench should never surrender ... I got myself carried away};->
Right now I am interested only in my hit list and I want to send message.

You know, in one Islamic country before war with its neighbor it used to be a shame to not have a hand because it generally meant a guy was a thief. After war started it changed to a common thing, no shame, there were a lot of people that did not have an arm because of fighting. But it stayed in the back of the mind of everyone that a said person might be a thief.

Being saved by some farmers in the middle of nowhere actually fits well with preservation of stench. And it would give an idea of how many truly vindictive guys are there.

And you can apply brahmin manure for it. That way it would stil have use even though some new new guy did not know how to use the showel... he he he  ... carried away again....
And besides, if somebody treats that way a fallen enemy he has to do it in time before replication so both parties know what happened and by whom.
It is a clean, but stinky solution, to personal vendetas.

Hope you had as much fun reading this post as I had writing it. I am very vindictive, but I hope at least I have some sense of humor.

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