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Bala

Knockouts & DM Rule Amendments [BALA]

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Posted (edited)
Suggestion: Implementing a Knockout System for Eclipse RP

I recently came across a feature on a FiveM server where players can be knocked out (e.g., with fists or blunt weapons) rather than outright killed. This downtime represents being unconscious rather than dead, allowing them to recover and continue role-play afterwards. They wouldn't be able to move, similar to bleeding out but once the timer has elapsed, they would be able to get back up by themselves.

I believe adding this system to Eclipse would be a fantastic enhancement for the following reasons:

🥊 Benefits of a Knockout System

  • Adds a middle ground to conflict escalation:

    • Currently, you need DM rights to attack another player. This is a little too constrictive at times, because different situations warrant different approaches.
    • There would be more fluidity as to the reasons to knock someone out in-game, as opposed to kill them and that would be reflected in the amended DM rules.
    • A knockout system would allow for more creative interactions. For example, knocking someone out for "talking smack" without killing them adds depth and variety.
  • Enhanced role-play opportunities:

    • Players can recover and re-engage in the same RP scenario, making situations more dynamic.
    • Medics gain additional role-play opportunities, treating "knocked out" individuals differently from those who are critically injured or dead.
    • Adding Smelling Salts to the server for emergency services would allow them to wake someone up that has been knocked out.
  • Adds weight to killing someone:

    • Killing someone becomes more purposeful and significant, as knocking someone out offers an alternative.
    • Melee weapons gain extra relevance in non-lethal situations.
  • Tackling:

    • Tackling someone would have a pretty small random chance (<5% random chance) to knock them out if they are healthy but if their wellness is recovering, (<10% random chance) of knocking them out. Courtesy of @Ash
  • Prevents abuse of low wellness mechanics:

    • Helps stop players from keeping wellness low intentionally to "die" and avoid RP.

🔗 Examples of How It Could Be Used

  • Fight clubs and combat sports could flourish without permanent consequences.
  • Law enforcement (e.g., LSPD) could utilize nightsticks or tasers to subdue players non-lethally, especially on @AnakinB
  • Scenarios where someone warrants punishment (like a beating) but not outright death.

This change would bridge the gap between escalating situations and outright killing. It would also discourage bad-faith mechanics abuse and with the ragdoll effect that @Thang added, create some pretty funny moments.

Knockout Weapons

  • Fists, Bat, Crowbar, Golf Club, Hammer, Knuckledusters, Nightstick, Taser.

Kill Weapons

  • Guns.
  • Dagger, Broken Bottle, Hatchet, Knife.

Lemme know what you think.

Edited by Bala
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  • Upvote 10
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Posted

Massive +1 The only way I can see this being bad is if there's some way to abuse this feature to keep someone knocked out. Maybe make it so you can only he knocked out once or twice before damage becomes lethal

  • Upvote 1
Posted

Giving tackling a random chance for them to get knocked out would be interesting and add a few more consequences to people randomly tackling too imo. I'd like this as a system.

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  • Upvote 1
Posted
27 minutes ago, Ash said:

Giving tackling a random chance for them to get knocked out would be interesting and add a few more consequences to people randomly tackling too imo. I'd like this as a system.

I'm going to add that to the original post Count Cobbula.

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