Steam telepítése
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Fordítási probléma jelentése
Cunning allows:
-Hiding Items-
Hiding items on/in your body, hair, mouth that can be used to escape cuffs, cages like picklock tools.
Thre should be a formula like: your cunning level vs opponent cunning level (+ player levels) to see wether a hidden object is found by opposing player when items are looted.
-Handcuff and cage degration:
Without any picklock tools one should still be able to escape.
The higher your cunning level the faster handcufs and cages will degrade (get damaged broken) so opposing players will not only have to feed tranq you but also check cages and cuffs and make repairs or replace cuffs, making it harder and more time and resource consuming to keep prisoners.
A furmula like: your cunning level +/- amount of torpor determines degration speed.
You'll be working faster to escape if more awake, so they'll have to keep your torpor high all times.
When free you still have to escape the normal way I think.
-Safehouse- (optional)
And / Or one could add a special spawnpoint like the sleepingbag, bed (you have to prepare first just in case) that teleports you to safety as soon as you are free. (if you have one) else you still will have to get away to normal way, by sneeking out.
This spawnpoint is also consumed after use just like a sleeping bag and maybe might not be allowed to be placed in or near your base/spawn point and cannot be used as a regular spawnpoint after deing.
First if the captives dies or gets killed player can respawn as normal.
(might already be in the game, just started playing and wasn't held captive yet)
-Will-
One also could add a 'Will' (willpower) atribute, like melee, fortitude to the game the time needed to break a prisoner to be able to put a slavecollar on the captive and put the captive to work or fight or send ahead in high risk scouting exploration.
The higher your Will the more resources required until the player is broken to be fitted with a slave collar.
-Slavecollar-
A slavecollar on a captive to deny the player crafting abilities and eating any foraged berries and hunted food allowing the player only to drink and eat that what it is given.
A new food recipe can be added and is the only thing a captive can eat and drink.
But with a slavecollar a player can mine resources if given a axe or pickaxe or forage berries/fiber. (but not eat them)
While working out in the fields a slave (a captive with a slavecollar) might still, should be allowed to try to flee. But if killed (or dies) by it's persuers or dino or falling the player respawn a free player.
If a player manages to escape alive there should be several game mechanics to get rid of the slavecollar that denies crafting and eating. (help from other players included). Maybe a timer for this. If the player stays long enough out of their hands your collar comes off.
Or somethig with a very very long crafting time that one could try to secrectly craft while a slave and has to remain undetected. Or can craft work on while on the run. (only crafting allowed during that time)
-Make a slavetame group.-
Allow the slave to benefit from it's captors(!), in a roleplaying sense, like making them realize that out there on there own that their survival chances are actually really really low.
Since a slave would probably not allowed to have any weapons or any armor the player would be useless (except as bait) in defense and a fight. Alos allow a slave to betray his masters like a trojan horse and open and unlock gates from the inside, poison water supplies, sabotage food, imprint on their dinos and maybe many more narly things from the inside (or draw/lure a very powerfull dino towards the captors and try toi escape in the mayhem created afterwards :) )
For such things the slave should be able to steal and be able to open containers maybe lower level tribe members cannot even access.
The cunning (see post above) attribute could allow some or make secret covert action possible or easier.
A slave, after a while should also be given the opportunity to join the clan, that the player might if treated well.
Or be forced to join the tribe after a certain time, the player can not easily leave to create his/her own. (not easily, have to think this one through a little more)
So expand on the captive player instead on the survivor player (player as survivor)
"- When handcuffed, Poop now is forced directly into Slot 1. Prisoners can consume it rapidly as it builds up to attempt suicide."