An Idea i recently had revolves around being KO'd, and what could change it for the better.
Or at the very least add another layer of depth to it instead of just, "Going Home" when you make a mistake.
Being knocked out, it happens. Be it to a rabbit as a beginner. Or to another player during combat. But what does that mean to us as a players? It means being sent home, having to take the time to hurry back to where we last were. To try and collect the things we dropped, If they are even there, or accessible. To end up taking the same amount of time it took to get where we were before being knocked out, and if it was somewhere far away possibly spending a excessive amount of time walking back to continue on where you left off hunting, foraging, or whatever it may be.
Having said that, KO is fine as a mechanic. It works. It punishes you for mistakes and teaches you what NOT to do, and i think it should stay that way.
But what If you were out with a friend, and you get KO'd. Great! you get to either walk back to your friend, taking however much time, or that's it. Your friend doesn't want to wait. You cant be bothered to walk all the way back, something most likely gets in the way and being KO'd has the chance to get in the way of playing. At least for that moment.
I purpose a Mechanic where -when in group play- You are able to revive another knocked out player. Allowing you both to continue on, and keep enjoying yourselves on your adventure. Being revived from a KO, before being teleported back home and waking up has its down sides obviously. I suggest a debuff (Like mushroom poisoning) effecting overall humors until some event, like heading home and "resting" Something that forces you to have to go home.
I leave the real details to John Carver and the rest of his team. But the whole point of this idea to add more to the idea of group play that was started with the addition of the finery forge and the structures i am sure are to follow that are made much simpler with friends, or "town-mates"
Some finer points about this mechanic would be:
- You still drop all your (non-pocketed) Inventory
- You gain a debuff to humors
- It allows you to continue playing, in a reduced capacity. without interrupting a play session.
- Defending a claim? ability to (In specific settings) be able to 'bleed' attackers, preventing stale mates in attack/defend situations.
(attackers pull back to recoup humors lost to KO's, gives defenders a chance to breath before another assault)
I hope I have explained this idea well enough, and in enough detail to get some feedback. I don't think this idea would disrupt the flow of current Salem game play, or ruin anything outright. But this idea or something similar, i believe, would add another layer of depth and open up some interesting situations in the greater Salem world. I can personally already see defenders of a town striking out to KO an attacker that strays from his/her group during a siege.
Long winded, I apologize. Will edit for clarity as needed later.
Thank you for reading!