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This command would be something you could do while already aiming at a target. Once aiming, you type the command, and the target gets a prompt to enter (y/n/f) to basically comply and walk the direction with a gun/knife/trucolor to their back.
If the target says y, then they walk nice and easy and no combat starts. Moving to the next room still aimed at.
If they say n, they attempt to flee.
If they f, they attack!
This would obviously interact with the flee command, and leading someone should probably work into the chances of a successful flee from aiming since walking somebody at gun point is more difficult than pointing a weapon right at a stationary target.
By JMo at Mar 8, 2025, 5:30 PM
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STREET SAM
433 posts
If anyone points a trucolorz at me and tells me to follow them to a quiet location, I'm immediately picking f.
Jokes aside. I like the intent behind this idea, but realistically, if someone wants to be lead somewhere they're just going to do it. Otherwise you're just creating a greater opportunity for them to scream for help on SIC.
I still like the idea for flavor. I just doubt it would be worth the implementation time in the long run.
By Quotient at Mar 8, 2025, 6:24 PM
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STREET SAM
454 posts
I think it is worth it because it forces mechanical consequences. Dropping aim after getting a verbal agreement to do something is a huge leap of faith for antagonists that often goes awry. Being able to keep that leverage to do things other than killing is a good thing IMO.
By batko at Mar 8, 2025, 6:33 PM
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LEGEND
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I would argue that even with this addition, it is still a huge leap of faith.
In some ways, this could be interpreted as an alternate version of 'grapple', but with a different set of conditions.
By Quotient at Mar 8, 2025, 6:35 PM
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STREET SAM
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It does strike me as funny that
follow has one character two seconds behind,
escort has one character two seconds ahead, and the only option to move at the same time is
grapple.
It's kind of a cool idea. It's sort of a non-grapplers grapple, allowing someone who can't necessarily pass a grapple check to still relocate for roleplaying purposes without killing their target and picking them up, which is kind of how everyone does it now I've found.
By 0x1mm at Mar 8, 2025, 6:35 PM
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2,859 posts
The combination of grapple, follow, shadow, and escort work quite well especially when combined with a two man team.
It's challenging to get away from a pair of Judges as is - why make it more difficult?
Yes, it's difficult being a true solo, but I think it's a worthy challenge without a lead function.
By ReeferMadness at Mar 8, 2025, 6:36 PM
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I'm not sure about having an alternative to grapple in this way since grapple is a huge selling point of some specific combat builds and it'd really take that away.
By Cowbell at Mar 8, 2025, 6:36 PM
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BATA
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This does things grapple cannot and still hinges on consent from the victim, it just makes it so they can either agree to move with you or engage in combat. Or attempt to flee, which if they fail, may engage combat.
By batko at Mar 8, 2025, 6:40 PM
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My only issue with this is that prompts are a huge no-no in Sindome's game design as a PvP game. Anything that one player can do that prompts another player and locks them into set responses is not going to happen. Another mechanism of action would be needed here.
By batko at Mar 8, 2025, 6:42 PM
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LEGEND
796 posts
It's grapple-like in movement terms, but I agree it's not grapple comparable in power.
Being grappled you might as well be dead as far as several mechanics are concerned.
Mind you I think characters should be just able to move together regardless but that's sidetracking.
By 0x1mm at Mar 8, 2025, 6:43 PM
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By Quotient at Mar 8, 2025, 6:43 PM
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STREET SAM
454 posts
Oh wait Batko is right. Err. I wonder if there's another way that doesn't involve a prompt?
By 0x1mm at Mar 8, 2025, 6:44 PM
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LEGEND
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It's not a bad idea Quotient. @trust might actually work if the target is kept aimed-at through movement.
Instead of a prompt it requires a bit of roleplaying (we're going to go for a walk or you're getting a bullet), and means you need some cooperation, but it's not the victim giving up as much control as @trust to grapple would involve, and not the attacker giving up as much control as @trust to escort would so it's more of a middle ground where everyone is still somewhat retaining the agency they started with.
As much as I love grapple and think it's the best skill around, it would be cool if there was more options for live captures that didn't involve kill-and-revive.
By 0x1mm at Mar 8, 2025, 6:53 PM
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Couldn't you just use escort at that point? I understand the flee check and all, but it feels like a lot of nuance for something that'll come down to whether the person is cooperating or not at the other end. I feel like this kind of thing is going to make it more difficult for people to get away and we'll have chases be less frequent. I'm not sure if it's the kind of thing I want to see.
By Cowbell at Mar 8, 2025, 6:58 PM
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BATA
254 posts
I have done semi-unconsenting escortings similar to this concept but the big issue is the person being escorted (ie. the attacker) gives up nearly all control they started with because they can't keep aiming and when the escorting character moves ahead, any movement the victim does at all will break the movement escort chain and briefly strand the attacker unless they are like spamming 'stop moving'.
So it works if the victim is completely on board and will not touch their movement, but otherwise it wouldn't be something players would probably do in a mildly contested situation.
It's definitely a bit of a semi-involved niche concept, but just being able to move and aim at the same time would be pretty interesting because it's, in my opinion, lower on the escalation ladder than grappling someone.
By 0x1mm at Mar 8, 2025, 7:11 PM
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I still don't think this idea is necessary, but I'm not unwilling to contribute to the creative process, including my comment in an earlier post about using @trust to facilitate the actuation of the mechanic.
So… I would add that a stealth check be applied to hide the fact that you are leading someone. So that only perceptive individuals, in person, can see what is happening when traversing rooms.
By Quotient at Mar 8, 2025, 7:15 PM
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STREET SAM
454 posts
I'm admittedly kind of a poor judge of stuff like this though, I thought protect was going to be a real game changer and I don't think I've ever seen it used in combat. So I freely admit I may be thinking this is conceptually cooler than it would be in actual practice.
By 0x1mm at Mar 8, 2025, 7:26 PM
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2,859 posts
I could anticipate seeing more use from this, but it would probably be more on the ganger level.
By Quotient at Mar 8, 2025, 7:31 PM
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STREET SAM
454 posts
I could take or leave this command. Don't mind sharing ideas though.
What if it functioned as a modified escort in a way that doesn't take all agency from the victim?
Ex. @trust x to . It functions like escort but does 4 unique things.
1. It treats the victim as if they are being aimed at at all times by the person they @trust to do it. I believe this blocks use of any command that could be used to break follow/escort? No n/s/e/w/stop walking etc. Flee would be the exception as per aim.
2. A successful flee automatically turns off the command. Being dragged away from the escorting PC turns it off. Engaging in combat turns it off. If the escorting PC does any of these things or stops walking after their target moves to the next room, it turns off. This is to shut off the auto-aim feature.
3. It imposes a round's worth (or 2 seconds. Whichever is less) of input delay on the victim each time they leave a room with this command. This ensures that they can only attempt to take action while the aggressor is in the same room as them.
4. A victim can @trust multiple people to do this at the same time. This means that a multi-person escort will all have auto aim on the victim, making it (potentially) harder to flee.
By RatchetEffect at Mar 15, 2025, 5:32 PM
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STREET SAM
402 posts