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Post by Kami Luna on Jan 12, 2014 22:49:12 GMT -8
If you have any suggestions, for either any of the seasons or for the forums in general, post them below.
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Post by King V on Jan 26, 2014 0:06:19 GMT -8
Why has nobody posted in this thread yet?
Anyways, here are some things I'm planning to implement for my next season, whenever that will be.
Hunger Changes: Each player will start with 2 days on hunger. Every time the player eats, 1 day will be added to a maximum of 3 days. Once a player reaches 0 days, that player will be unable to move or perform actions.
Paranoia Changes: In addition to normal paranoia, a player can also use vigilant paranoia. Vigilant paranoia can be used when a player is inside a room. As long as the player remains inside that room, they cannot be murdered. Think of this as standing in a corner and watching for any attacks. If the player leaves the room, vigilant paranoia will end. Vigilant paranoia lasts for 15 minutes and has a cooldown time of 1 hour. Paranoia will also protect from knockouts and injuries.
Searching System: To counterbalance the hiding system, there will be a new searching system. If you want to search a room, send a pm to the mastermind, and they will give you the amount of time it takes to search the room. Searching a room will only reveal hidden items and players, not anything connected to the mystery. Paranoia cannot be used when searching a room. On average searching will take about 30 minutes.
Miscellanious changes: Knocking out a player will require an item of at least 2 weight. Verbal bullets will be made more specific and require more context to use correctly. Time of death will be changed to when the body was found. Character carrying capacities and weights will vary depending on the character.
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Post by The City [EclipseZwolf] on Feb 3, 2014 15:51:19 GMT -8
I agree with all your suggestions Sea, although I would make sure to define the time as "Time Found" instead of the Time of death to avoid confusion.
A small suggestion here, but an idea.
Wheeled Items: Items that are on wheels such as trolleys or desk chairs, that allow items to be stacked on them and moved. This would require the player to have sufficient capacity to lift the object and place it on the "carrier" but they could then move it around with less trouble. Would have to establish a carrying capacity for the "carrier" itself though to avoid players from loading an entire supply closet on top of it and fleeing with everything.
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Post by Aoba Seragaki on Feb 4, 2014 2:04:51 GMT -8
Personally I would just make separate strength and carrying systems. Strength defines how large of something you can carry/push/lift, while carrying defines how much or something you can carry. The two can overlap in some cases.
EX: Everyone has a carrying capacity of 5 normally. No big deal. However if you are playing a character with more muscle, Bang/Sakura/Mondo/ect, you will have a larger than average strength (base strength = 5). This means that if you have a base strength of say, 8, you can lift and move a heavy box that weighs 8 that would normally take 2 people to move, but you can'y carry it around with everything else because of your carrying limit.
I would also suggest that a 'Real World Logic' rule be applied. This means that even if something is over your carrying limit, you can still carry it in some cases. Like for the box example, if you were carrying nothing else on you, your character could carry the box with a weight of 8 even though you have a normal carrying capacity of 5, because you have a strength of 8.
Pushing/Rolling/dragging objects would also be changed by strength. If you have the strength to move something you will regardless of what you are carrying. But you will leave marks (track marks/scuffs/ect.) showing that something was dragged or pushed through. Carrying someone overrules this and leaves no trace. This would also add another twist to murders as a murderer would be forced to decide: leave my murder weapon or leave marks from me moving the body?
Obviously there would be exceptions (like using a cart would minimize marks and lower the needed strength) Certain objects would also have different strength tiers for different uses. EX: Tipping a box over takes 3 strength, pushing it takes 5, lifting it takes 8
Other suggestions: Carrying certain items should increase weight Certain items should give effects but not cost weight (like the suits Sea had S3.5). Some items, like backpacks, should increase carrying capacity.
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