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(Experimental) Knockdown no longer guarantees dropping items#884

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MrMelbert wants to merge 3 commits intomasterfrom
itemfalltweak
Open

(Experimental) Knockdown no longer guarantees dropping items#884
MrMelbert wants to merge 3 commits intomasterfrom
itemfalltweak

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@MrMelbert
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  • Dropping items from knockdown is now a % chance based on item weight, stagger, and arm pain
    • stagger + normal weight + 0 pain ~= 20% chance to drop
  • Shoving someone on the ground twice will force them to drop their active held item

Thought process: When looking at bullet stopping power I had a conundrum in that I wanted it to be debilitating, but also, dropping your items is a smidge more debilitating (and annoying) than desired

Rather than slowflake the interaction to be "the only knockdown where you got to keep your stuff" I figured this was worth a try first. Because if nothing else I find it interesting in concept

Conceptually "being shot in the leg while having a firefight so you fall to the floor but you've got an iron grip on your gun so you can keep firing while you struggle back up" sounds awesome

One well placed shove no longer guarantees you drop your items (now requiring minimum two) which may change how people approach fights. In particular turnabout will be harder to pull off as the opponent will either have a chance to react or fight back before the second shove.

But I worry it'll favor people with weapons too much sooo we'll see

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