it occurred to me whilst being murdered by a pack of angry dogs, wouldn't it be nice to be able to use tranquilizers as either some form of blow dart gun if they are implemented as ranged weapons or some kind of poison you could apply to your sword so you only need one or two clean hits before the opponent is knocked unconscious. it could also be a tactic used by the cannibals and they could tranquilize random people to kidnap them and eat them. i guess you could balance them by making them less likely to be able to get past the armour with the dart so you can't just go up to the toughest foes and kidnap them with ease and it would take a massive dose of the dart to take down a leviathan or whatever the Cthulhu things are caused and you definitely wouldn't be able to carry it to put it in a cage but you could try to kill it while its downed.
On to the other half of the topic, trapping, I think it would be cool to have a pitfall trap or something to hide outside of your base to deter any would be invaders or you could use the classic comical cage held up by something inside it so you could put some meat in a prisoner cage and let a dog run straight in and be captured so you could try and domesticate it or try to make it have pups which you can train to fight or scavenge alongside you.
Trapping / tranquilizing
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Infrared:Echo
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set it up next to a harpoon/crossbow for target practice?Prototype3773 wrote:the classic comical cage held up by something inside it so you could put some meat in a prisoner cage and let a dog run straight in and be captured so you could try and domesticate it or try to make it have pups which you can train to fight or scavenge alongside you.
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Berzerker Jay
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I'd actually really like to use traps in hunting, and it would definitely add an interesting element to the game for someone who wants to hunt. Hiking the trap-line would probably liven it up from the current best practice of setting up a stormhouse with turrets on its roof and baiting the beak things to come play.
- Sol Lignum
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yes to traps, no to tranquilizers as you discribed them.
1-2 clean hits to knock someone uncounscious sounds way too overpowered, like target is left with no real chance to fight it. While in fact there's armour, toughness, and god know what else between toxing get into blood and final uncounsciousness.
It might be implemented, however, based on the target toughness at least: something like <=10 = 2 hits, <=20 = 4 hits, etcetera. Plus, if Cpt. will eventually add his at-some-point-planned short-termed fatigue, that could also be utilized, like each tranq. hit would drain this fatigue by rate based on toughness, and once it reaches zero, only then character falls.
Or, since tranquilizers affects blood, then each hit could drain blood, as an abstract form of toxin spread, and\or maybe slowly drain bodyparts health as blunt dmg.
1-2 clean hits to knock someone uncounscious sounds way too overpowered, like target is left with no real chance to fight it. While in fact there's armour, toughness, and god know what else between toxing get into blood and final uncounsciousness.
It might be implemented, however, based on the target toughness at least: something like <=10 = 2 hits, <=20 = 4 hits, etcetera. Plus, if Cpt. will eventually add his at-some-point-planned short-termed fatigue, that could also be utilized, like each tranq. hit would drain this fatigue by rate based on toughness, and once it reaches zero, only then character falls.
Or, since tranquilizers affects blood, then each hit could drain blood, as an abstract form of toxin spread, and\or maybe slowly drain bodyparts health as blunt dmg.
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