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Hostage Taking/Dragging/Carrying Bodies

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Moving Corpses/Bodies/People


Orientation: Singleplayer/Multiplayer


TL;DR: The moving of dead and LIVING bodies/people.


 


The moving of corpses is already being included into the game. This allows for some cool possibilities, such as stacking up piles for burning away, or – for the more sadistic – stacking up piles to send a message/make a wall. But, on top of that, the inclusion of methods to move bodies of the living could add a few new mechanics to the game that could make it even more interesting. This could benefit role play, and general game play together, and with the right tweaks, wouldn’t be incredibly unbalanced(for example: Will knocks out Ted, then drags him around for 10 hours before offing him in his sleep). The mechanic could be used in several ways.


 


For example: Will is incapacitated while having a run-in with the more frisky neighboring survivors, Ted finds his buddy lying in the dirt, and drags – or carries over his shoulder – his buddy to the safety of their pillow fort back home. Carrying over the shoulder/dragging the player could have buffs/de-buffs of their own; the obvious being that carrying over the shoulder would hinder movement, but would not injure the wounded player unless they had some form of chest damage, whilst on the other hand, dragging would be exponentially faster, but could risk extra damage to the injured player’s health. This could also incorporate the use of new hand-made/found items, such as stretchers and such.  


 


Another example: Will is the leader of a new group of super awesome survivors. However, in his hasty creation of this new coalition, he forgot to invite Ted. Ted, being the jealous type, decides that he’s going to make Will pay for stiffing him after all the things he’s done for him, so he sneaks up behind him when he’s going through the rations bin, and bonks him on the head. Will goes down, but isn’t pushing up daisies just yet. Ted leaves a note at the scene, and drags Will off to his house, and ties him up to a chair. He then calls up Will’s buddies, and demands half of their rations for their precious leader back.


 


Yet another example: Will, being incredibly resourceful, fidgets his way out of his bonds, and scrambles to the radio, shouting to his friends on the other side where they are. Ted, being the stronger of the two gentlemen, takes control of the situation. When Will’s friends arrive, Ted has got his arm around Will’s neck, and a pistol pressed firmly against the side of his head.


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Moving Corpses/Bodies/People

Orientation: Singleplayer/Multiplayer

TL;DR: The moving of dead and LIVING bodies/people.

 

The moving of corpses is already being included into the game. This allows for some cool possibilities, such as stacking up piles for burning away, or – for the more sadistic – stacking up piles to send a message/make a wall. But, on top of that, the inclusion of methods to move bodies of the living could add a few new mechanics to the game that could make it even more interesting. This could benefit role play, and general game play together, and with the right tweaks, wouldn’t be incredibly unbalanced(for example: Will knocks out Ted, then drags him around for 10 hours before offing him in his sleep). The mechanic could be used in several ways.

 

For example: Will is incapacitated while having a run-in with the more frisky neighboring survivors, Ted finds his buddy lying in the dirt, and drags – or carries over his shoulder – his buddy to the safety of their pillow fort back home. Carrying over the shoulder/dragging the player could have buffs/de-buffs of their own; the obvious being that carrying over the shoulder would hinder movement, but would not injure the wounded player unless they had some form of chest damage, whilst on the other hand, dragging would be exponentially faster, but could risk extra damage to the injured player’s health. This could also incorporate the use of new hand-made/found items, such as stretchers and such.  

 

Another example: Will is the leader of a new group of super awesome survivors. However, in his hasty creation of this new coalition, he forgot to invite Ted. Ted, being the jealous type, decides that he’s going to make Will pay for stiffing him after all the things he’s done for him, so he sneaks up behind him when he’s going through the rations bin, and bonks him on the head. Will goes down, but isn’t pushing up daisies just yet. Ted leaves a note at the scene, and drags Will off to his house, and ties him up to a chair. He then calls up Will’s buddies, and demands half of their rations for their precious leader back.

 

Yet another example: Will, being incredibly resourceful, fidgets his way out of his bonds, and scrambles to the radio, shouting to his friends on the other side where they are. Ted, being the stronger of the two gentlemen, takes control of the situation. When Will’s friends arrive, Ted has got his arm around Will’s neck, and a pistol pressed firmly against the side of his head.

 

That would be cool

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