- Thread Author
- #1
Putting up a thread in the non-dev section for rules.
In order to prevent endless combat, absurd healing rates and general stupidity, there should be 'limitations' on healing.
I'm not entirely sure about vort-healing, but perhaps have it also require concentration, or have a limit, eg, a single use per vortigaunt in a combat situation, ensures they're still highly valuable/useful, while limiting the absurdity.
By 'limitations' I mean the following:
- After being downed, you can be revived as normal, bandaged, get up, etc.
However:
- You have a 'temporary max health' set (depends on discussion) but probably maxxed out at about a quarter of your health until you've exited combat.
Why:
- Ensures you can, in a worst case, maybe try flee or hold out hopes, but obviously you'd be far weaker since you were just downed moments ago, even with some drugs pumping through you.
Alternative Solution:
- All items dropped upon downed (Outside of outfits, bands, radio, basics really). Controversial but ensures people can grab their medical supplies and heal them, and ensures they're not too much of a threat. Probably have it be 'toggleable' or something, in case there's an intention to avoid it occurring to event characters.
Will be putting up a thread shortly on the kinda, rules-focused method to try solve the problem of people just /me stomps on head mid-combat situation in order to pk people.
In order to prevent endless combat, absurd healing rates and general stupidity, there should be 'limitations' on healing.
I'm not entirely sure about vort-healing, but perhaps have it also require concentration, or have a limit, eg, a single use per vortigaunt in a combat situation, ensures they're still highly valuable/useful, while limiting the absurdity.
By 'limitations' I mean the following:
- After being downed, you can be revived as normal, bandaged, get up, etc.
However:
- You have a 'temporary max health' set (depends on discussion) but probably maxxed out at about a quarter of your health until you've exited combat.
Why:
- Ensures you can, in a worst case, maybe try flee or hold out hopes, but obviously you'd be far weaker since you were just downed moments ago, even with some drugs pumping through you.
Alternative Solution:
- All items dropped upon downed (Outside of outfits, bands, radio, basics really). Controversial but ensures people can grab their medical supplies and heal them, and ensures they're not too much of a threat. Probably have it be 'toggleable' or something, in case there's an intention to avoid it occurring to event characters.
Will be putting up a thread shortly on the kinda, rules-focused method to try solve the problem of people just /me stomps on head mid-combat situation in order to pk people.