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.:General Info
.:Systems
.:Items
.:Skills
Knockout & Permanent Death
This system is a Knockout (KO) and Injury system that changes what happens to players when they “die” or get defeated. Instead of being completely dead and needing to be resurrected, players enter a knockout state, with the potential for temporary or even permanent consequences. Here’s an overview of how it works:
Knockout vs. Death:
When a player takes fatal damage, they don't instantly die. Instead, they’re knocked out and enter a KO state.
During KO, the player is unable to act (as if they were dead) and must wait on a timer to get back up.
A countdown timer shows the KO duration, which varies based on how many times the player has been KO’d before. The more often they get KO'd, the longer the timer lasts.
Permanent Death:
There's a small chance that a KO could lead to a permanent death, especially if defeated by stronger creatures.
To note that only monsters with red names have a chance to perma kill a player, all others with grey and blue names won't do it, they will simply KO and apply injuries.
The system rolls a random number to determine if the player should be permanently killed, with higher chances if they've been knocked out multiple times or have previous injuries.
This death is final, and the player is removed from the game.
Injuries:
When a player is knocked out but not permanently killed, they might wake up with an injury.
Injuries can be minor or major. Minor injuries are less severe but can evolve into major injuries if a player gets KO’d repeatedly.
The system randomly assigns injuries to different parts of the body (like a sprained neck or broken arm).
If a minor injury becomes major, it means the injury is getting worse and can impact the player more seriously.
Injury Recovery:
After being KO’d, players can recover over time. Special items or abilities might also help reduce recovery time or prevent injuries from worsening.
Once fully recovered, some minor injuries might heal on their own, but major injuries require additional effort or resources to fully heal.
Hunger and Thirst Impact:
The KO and injury chance is also affected by the player’s hunger and thirst levels.
Low hunger or thirst makes players weaker, increasing the chance of injuries after a KO.
Revival Location:
After a permanent death or a KO, players can reappear in specific locations. Permanent deaths send them to a far-off location to signify the end of their journey.
In summary, this system creates a more dynamic and realistic experience, where “death” isn’t necessarily the end but a series of consequences—like injuries, longer KO times, and potentially permanent death—that make survival and healing essential.