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kopermadeath [2024/09/10 10:05] – created syka | kopermadeath [2024/10/26 10:16] (current) – syka | ||
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- | Knockout & Permanent Death | + | Knockout & Permanent Death\\ |
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+ | This system is a Knockout (KO) and Injury system that changes what happens to players when they " | ||
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+ | <fc # | ||
+ | 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. | ||
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+ | There' | ||
+ | __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' | ||
+ | This death is final, and the player is removed from the game. | ||
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+ | 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. | ||
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+ | <fc # | ||
+ | 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. | ||
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+ | <fc # | ||
+ | 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. | ||
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+ | 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. | ||
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+ | In summary, this system creates a more dynamic and realistic experience, where " | ||
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