Reduced to a (Bloodless) Pulp | Suggestions | TORN
Reduced to a (Bloodless) Pulp
    • Ceb [68232]
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    Thread created on 19:22:22 - 11/03/15 (7 years ago)
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    Last replied 03:32:47 - 16/03/15 (7 years ago)
    I'll never be able to fill all my blood bags! Unless...I had some donors to help me out? Some bad donors with good blood would be perfect!

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    I suggest a new option upon attacking a player to harvest their blood and fill a blood bag with the target's blood to weaken them.

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    Doing so will give the target the same Hospital Timer as being hospitalized, and also give the hapless target -5% to all combat stats for 1 hour. Harvesting blood will not count as a hospitalization though, so no respect will be gained, nor can it be used to claim bounties. Current meds and reviving would NOT remove the stat reduction although I'm not against blood bags or future items removing the penalty. I'm on the fence to whether the stat penalty should stack or not with multiple harvests.

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    UPDATED:

    Upon further thought, it became clear the primary interest here is being able to temporarily debuff the combat stats of a target. Choosing to harvest blood from a target will fill a blood bag with the target's blood, and reduce all of the target's combat stats by 10%. Harvesting will put the target in the hospital for the same amount of time as a normal attack.

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    The stat penalty can stack up to 50%, and the penalty will recover at 1% every 15 minutes. Being revived will restore 5% of the penalty, and using a blood bag appropriate to the player will also remove 5% of the penalty, while incompatible blood bags will only recover 2% of the penalty. No other meds or actions will modify the penalty at this time.

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    My only concern is the method to unlock this ability. I think the IV Therapy edu is already powerful enough so possibly make this attack method available whenever the attacker has empty blood bags. I would prefer it if the attacker needed an item such as a syringe in order to unlock this victory method. Syringes could be reusable (why not if you're already beating the target?) and they could be available in the med store, be an imported item from another country, an exclusive item for the medical starter job, a city find, or (and always my preferred option) a subscription reward.

    .

    Let me know what you guys think!
    Last edited by Ceb on 23:44:48 - 13/03/15

    • AshleyT [1432316]
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    Posted on 20:42:29 - 11/03/15 (7 years ago)
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    Uhh... I can imagine this causing a massive wave of random attacking if prices are high enough.

    Edit: With-holding my rating for now
    Last edited by AshleyT on 20:46:31 - 11/03/15

    Please support my suggestion to refine the revive system here

    • Butters [34298]
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    Posted on 20:55:28 - 11/03/15 (7 years ago)
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    Prices wont stay high for long if this is introduced - all you'd end up with is a deluge of blood bags hitting the market.

    I like apples doo doo doo...

    • TheDarkLegacy [1712562]
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    Posted on 22:09:51 - 11/03/15 (7 years ago)
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    It would be fun to build a collection of stolen blood

    First they ignore you, then they laugh at you, then they keep laughing, then they start choking on their laughter, and then they go and catch their breath. Then they start laughing even more.

    • Ceb [68232]
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    Posted on 01:06:34 - 13/03/15 (7 years ago)
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    Butters [34298]

    Prices wont stay high for long if this is introduced - all you'd end up with is a deluge of blood bags hitting the market.
    The more I think about it- the more I think you're right. The selling point here is the stat penalty. I'll be tweaking the idea and updating the OP in the next few days to refine that bit more

    • TheCyberpunk [1850382]
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    Posted on 06:03:13 - 13/03/15 (7 years ago)
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    TheDarkLegacy [1712562]

    It would be fun to build a collection of stolen blood
    That's kind of disturbing.

    Trading A+ blood bags for empties. PM me for inquiries!

    Selling losses at 250k negotiable. PM me to start a contract!

    Selling bounty slots 200k each.

    !!PM for embargos 5m each!! 10% off for orders of 10 or more!! 10% off for returning customers!!

    Faction alliance suggestion
    Check out my bandcamp!
    Click here for my bazaar

    • Ceb [68232]
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    Posted on 23:46:05 - 13/03/15 (7 years ago)
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    updated the first post. Hopefully it'd allow for gaining blood bags while making them more attractive. Definitely open to more criticism though.

    • Ceb [68232]
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    Posted on 01:49:04 - 15/03/15 (7 years ago)
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    bump

    • BraveKath [1815519]
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    Posted on 02:00:22 - 15/03/15 (7 years ago)
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    I think it's an interesting twist on the concept.  I'd want a defensive measure though, as right now there's some built in defensives for mugging, thus for blood draws should be the same.  Maybe it can fail, maybe they struggle and you only get half a bag?  Maybe I'm over-thinking this :)

    As it stands -- without adjustments, I think it's a cool idea. Not sure the ramifications though. I'm thinking of newer players potentially just being sucked dry (pun intended). We have banks and vaults etc to store our money, but where does one store one's blood to defend on this?

    Just brain-storming thoughts, but again I'm very intrigued with the idea and in support, just some nuances that I think would need to be explored.

     

     

    • Ceb [68232]
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    Posted on 02:08:03 - 15/03/15 (7 years ago)
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    BraveKath [1815519]

    I think it's an interesting twist on the concept. I'd want a defensive measure though, as right now there's some built in defensives for mugging, thus for blood draws should be the same. Maybe it can fail, maybe they struggle and you only get half a bag? Maybe I'm over-thinking this :)

    As it stands -- without adjustments, I think it's a cool idea. Not sure the ramifications though. I'm thinking of newer players potentially just being sucked dry (pun intended). We have banks and vaults etc to store our money, but where does one store one's blood to defend on this?

    Just brain-storming thoughts, but again I'm very intrigued with the idea and in support, just some nuances that I think would need to be explored.
    The cool thing is that it would justify stock-piling your own blood if you have the edu in order to recover from the stat penalties. It'd also allow you to collect different blood types, and open a market for new players to buy if they fall victim to being farmed for blood (although I can't imagine this happening too much)

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    The demand is slightly higher than the production of blood bags in theory, but realistically I would assume the stat penalty would be ignored for at least 5% (unless being bullied), and make the supply/demand nearly break even although blood types would be more dispersed.
    Last edited by Ceb on 02:09:46 - 15/03/15

    • Butters [34298]
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    Posted on 02:14:57 - 15/03/15 (7 years ago)
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    FYI your latest edit on the stat penalty side effect is way overpowered - 10% penalty stacking up to 50% means that you could halve a player's stats for 12-odd hours with 5 attacks which might take maybe a couple of hours all up (less if they have their revives on) .

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    I think you need to shelve the stat penalty idea tbh - I've also had a bit more of a think about the core idea and I'm not excited about the blood harvesting thing itself either really, because it will just encourage stronger players to harvest weaker players for blood bags which is something we probably don't want to see.
    Last edited by Butters on 02:21:15 - 15/03/15

    I like apples doo doo doo...

    • megalomaniacal [1542618]
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    Posted on 02:25:22 - 15/03/15 (7 years ago)
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    Interesting idea and I definitely commend you on your thinking outside the box. I agree 100% with Butters' second paragraph.
    • Ceb [68232]
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    Posted on 03:12:58 - 15/03/15 (7 years ago)
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    Butters [34298]

    FYI your latest edit on the stat penalty side effect is way overpowered - 10% penalty stacking up to 50% means that you could halve a player's stats for 12-odd hours with 5 attacks which might take maybe a couple of hours all up (less if they have their revives on) .

    .

    I think you need to shelve the stat penalty idea tbh - I've also had a bit more of a think about the core idea and I'm not excited about the blood harvesting thing itself either really, because it will just encourage stronger players to harvest weaker players for blood bags which is something we probably don't want to see.
    Revives would make it 9 harvests for the 50% penalty which is a whole hell of a lot to dedicate to one person, especially considering what sort of motivation would be needed for something like that. The penalty steadily decays too so the effects arent as brutal as all that. I think the idea is more threatening than what applications there really is for something like that.

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    Which is what you've got me thinking about now. The usage of this ability seems awkward at best except to royally f**k with people. It kind of provides an alternative to mugging, it kind of helps with wars, it definitely hurts your target and allows you to gain but both in very unconventional manners. It may be OP and pointless at the same time.

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    I still think the idea has plenty of merits to it though but you've definitely got me thinking. I'll sit on it awhile longer and see what others think. Thanks very much for the input!.

    • Zanoab [1877054]
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    Posted on 16:46:00 - 15/03/15 (7 years ago)
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    I don't have much experience with this but how about:

    Target must be active within the last 7 days

    10% penalty per blood drawn

    Max of 30% penalty from blood drawn

    Blood can't be drawn if already above 20% penalty

    Revives and blood bags reduce penalty by 5%

    Penalty naturally decays at 1% per 15 minutes

    Blood bag will only be tagged with the target's name and must be identified manually

    Blood bags filled this way can't be sold on the market

    .

    Having to manually identify a target's blood type will work as a deterrent against farming new players. You would have to gather a large initial sample before you can identify the blood type and they would be difficult to trade because it will have the player's name instead of the blood type. This however opens up the possibility of reverse-slutting and allow new players to "sell their blood" to veterans who hope to build a large supply of blood for whatever reason.

    Being identified by the target's name would also make it a form of trophy hunting for players interested in that stuff. It can be used as an alternate form of bounties where a player can pay other players to harvest a victim's blood. With the penalty cap, it will be an interesting form of long-term harassment. All of which could just be a cover to convince people to give you the target's rare and expensive blood type at a lower price ;) Reselling blood this way has a purpose because not everybody would want to get their hands dirty putting up the bounties themselves or risk getting involved in a war. I can see businesses popping up offering blood on the blackmarket.
    Last edited by Zanoab on 16:48:12 - 15/03/15
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    • GirlFriday [570368]
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    Posted on 02:09:38 - 16/03/15 (7 years ago)
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    No thanks. I don't want anyone being able to reduce my stats at all, for any reason. If anything, it should reduce the attacker's stats so that drawing blood from someone would have to be a meaningful choice and not a way to grief other players.
    • Ceb [68232]
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    Posted on 03:32:47 - 16/03/15 (7 years ago)
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    Let me clarify now that the penalty would be a modifier and not interfere with stat gains in any way. I know your comment doesn't suggest that, but reading the discussion, I could see how someone may bring that point up in the future.

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    You bring up some good points and I'll give a full response in the future (tomorrow, its past my bedtime) but I think getting negative comments puts more perspective on concerns and potential than positive ones. I'll quote my response so hopefully you'll check it out but thanks for the comments! Appreciated

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