Its hard enough to kill anyone in plate as it is
And the armor values we're using already factor in some level
of presumed padding, besides don't want to put the few with
access to this stuff too out of reach compared with other PCs.
As one whose had to try to actually kill (or at least defeat, mildly annoy,
or deter) plate-clad PCs in RPTs on occasion, its actually quite frustrating
that even staff can't kill some of these types even when trying to do so,
or at least deter them from pushing forward when reality of the situation says
that they shouldn't/wouldn't be able to, fact is you often can't stop them without
resorting to magic/rituals (that often would be out of place given the circumstance)
or loading in numbers of opponents that are out of whack with reality and
too unwieldly to keep control of due to text spam.
So before any further coding to make up-armored humvee PC's,
I'd want work done to (reliably, cuz there is a method but it currently
crashes the game at times) enable the GM's of this game to effectively
harm/force back/steer in one way or another as needed, the heavily-armored
PC's that we already have without resorting to ooc mystical stuff thats
out of place.
So to use the currently available option, the "pain" command which can
be combined with any use of echo (or pecho) desired to simulate something
bad happening (lets say, a catapult shot landing amongst the party, or a volley
of arrows, javelins, whatever) it can cause a variety of wound types on either
an individual or a room (i think, havent tested that in awhile) but if your math
is slightly off and you KO/kill the person or NPC it crashes the MUD.
Crashes in large combat RPTs are no good, they scatter or relocate stayputs,
refresh health on PCs that were nearly dead (while often leaving their NPC
opponents still injured, grrr.) or in cases where enemies werent stayputs
themselves, end up reloading opponents that were already defeated.
So although it might be possible to just load a roadblock object that prevents
movement in a certain direction, and I have done so when it makes sense (using
actual obstacles that force the players to take time to move them, or caltrops
to prevent use of mounts,etc) I only like to do that kind of thing in cases where
its in-character and a reasonable thing the enemy might have thought of.
Just throwing an object thats not too relevant to the situation somewhere to
stop movement in an ooc way is well, ooc, and ends up being a bunch of petitions
back and forth with players about why/how they can't go somewhere rather than
And of course roadblocks and obstacles can prevent advancement but do nothing
to move a party back if that makes sense, if they simply would be outmatched
but theres no way in the available game mechanics for me to show them how
outmatched they are without loading fifty enemies or doing something cheesy
like dropping an "fifty enemies stand here" object that they can't engage.
A volley of a couple dozen arrows that takes the stuffing out of a bunch of them
and their meat shield NPCs works, but as mentioned, can easily crash the game
if not careful, and its hard to be careful when stuff is happening at a fast pace
and you need to check the health of a party and their ten npcs before rolling out
your deterrents. So in short, not interested in emboldening them any further, lol.
Would rather see work done to patch up the pain command, and maybe add the
ability to alter a room dynamically to be shall we say less hospitable to PC/NPC
presence. Change an rsector or add a rflag and the room is suddenly putting
out cold,heat,falling rock,missile damage to anyone fool enough to keep standing
in it, etc. that would be neat.
Not directly relevant to the original post, but I think a good explanation of why
super heavy armored PCs are not beneficial to combat RPT's at the moment, generally.