a simple restraint system
Posted: Fri Dec 27, 2013 8:46 am
I searched "bindings" and "restraints" and didn't find a good topic to post under, so here's a new thread.
I'd also like a simple restraint system, hold right click, choose "bind" instead of "pick up" and you don't have to worry about naked enemies running freely. Hold right click and choose "untie" to free captives. No bindings item management necessary. Like how it was done in commandos. It makes sense to me, bindings can be made from leather or cloth strips easily even if there isn't any rope handy. No more naked baddies springing up and running around.
Why do I propose the need for this? The recent cannibal system has pointed out how awkward taking captives is. Well actually taking bounties did too. After you pick up a captive, you can't put him down or he'd run away if he's healthy enough. The cannibals also use awkward blunt cleavers(so it'll hurt more!) to reduce bleeding and keep targets alive. That's practically almost clubs. There isn't a need to develop a "stun rod" weapon class, just improve the cannibal AI to bandage themselves, tie up and bandage target characters before carrying them off post battle. Currently the cannibals dump captives into cages while they are still armed. It makes more sense if they are at least tied first.
With a simple restrain/binding option, captives can be saved and untied as well. Heard there'll be pack mules later so it makes sense to place a bound captive on them.
I'd also like a simple restraint system, hold right click, choose "bind" instead of "pick up" and you don't have to worry about naked enemies running freely. Hold right click and choose "untie" to free captives. No bindings item management necessary. Like how it was done in commandos. It makes sense to me, bindings can be made from leather or cloth strips easily even if there isn't any rope handy. No more naked baddies springing up and running around.
Why do I propose the need for this? The recent cannibal system has pointed out how awkward taking captives is. Well actually taking bounties did too. After you pick up a captive, you can't put him down or he'd run away if he's healthy enough. The cannibals also use awkward blunt cleavers(so it'll hurt more!) to reduce bleeding and keep targets alive. That's practically almost clubs. There isn't a need to develop a "stun rod" weapon class, just improve the cannibal AI to bandage themselves, tie up and bandage target characters before carrying them off post battle. Currently the cannibals dump captives into cages while they are still armed. It makes more sense if they are at least tied first.
With a simple restrain/binding option, captives can be saved and untied as well. Heard there'll be pack mules later so it makes sense to place a bound captive on them.