'Have mercy!'

Post » Fri Dec 31, 2010 5:27 am

Yeah it would be cool,killing a bandit who is begging for his life should be fun! :evil:
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asako
 
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Post » Thu Dec 30, 2010 9:26 pm

Great idea. If I remember correctly we will be getting dialogue options in combat, so this could be a possibility.
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Laura-Jayne Lee
 
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Post » Fri Dec 31, 2010 5:48 am

A simple "have mercy" couldn't be enough, in case of female opponents I would need to be boosted by an interesting offer.
Male opponents could negotiate their life with money.
Creatures are pretty screwed.
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Enie van Bied
 
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Post » Fri Dec 31, 2010 12:51 am

Awesome feature if will be added thats make great option for good or lawful characters, be a knight mercy your enemy when he beg for mercy, evil character can also receive roleplayng benefits from such NPC behavior.
Skilled in speechcraft merchant can save his life from bandits if share with them some coins or famed high level hero can be fearsome for poorly armed bandits and can cast them away and they will flee instead of suicidal trying to kill player, no need add such features for all NPC fanatics and berserkers is hard to be convinced but confident and don't aggressive NPC can be, vanila oblivion add ability to convince NPC thats was striked by accident thats really good improvement since Morrowind have only calm spell for thats.
But also nice to see if NPC can do the same and spare %PCname from death and just take his weapons or gold or put into prison
I use some mods thats add such features to Oblivion, and thats is great I must say, roleplayng start work at new level.
NPCs yield
http://www.tesnexus.com/downloads/file.php?id=22392
Vows and Covenants
http://www.tesnexus.com/downloads/file.php?id=20736
Combat Speechcraft
http://www.tesnexus.com/downloads/file.php?id=31535
Oblivifall - Losing My Religion
http://www.tesnexus.com/downloads/file.php?id=31668
Going Rogue
http://www.tesnexus.com/downloads/file.php?id=34671
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alyssa ALYSSA
 
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Post » Fri Dec 31, 2010 11:14 am

I see it as target practice :D
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jennie xhx
 
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Post » Fri Dec 31, 2010 7:16 am

Whoever votes no for this... :flamethrower: Burn! I wholeheartedly support this, time to end the needless slaughtering that we have to go through everywhere! It should depend on:
1. Nearby friends killed by you and company.
2. Personal health.
3. Moral (demoralize spells lowering it, rally making it higher).

And maybe your skills, reputation, their skills and yeah... It can be great!
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Robyn Lena
 
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Post » Fri Dec 31, 2010 1:03 am

sounds awesome, and would really allow evil players to really evil it up by slaying the helpless curs!

could also open options for Radiant story. eg you spare someone who yielded who later comes to your rescue or perhaps turns a new leaf and goes from town bully to town protector. or perhaps he plots your revenge and you come across him/her again in an ambush later in the game.
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Lilit Ager
 
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Post » Fri Dec 31, 2010 12:41 pm

What about instead of just begging for mercy they offer you something they can only give when alive. E.g. 'please spare me..... I'll.... I'll....take you to this cave I found its supposed to have a great treasure inside!' Of course I guess you could just kill him after he shows you the way but you get the idea.
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Chloe Lou
 
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Post » Fri Dec 31, 2010 4:15 am

i think if bandits are ill equiped while you are rolling around with some crazy armor and a +5 Great axe of awesomeness that they should just flee at the sight of you or just ignore you and hope you don't kill them. but only the ones wearing a pair of leather pants and weilding a rusty iron longsword.
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Jessie
 
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Post » Fri Dec 31, 2010 12:43 pm

Yes, and each merciless kill grants you infamy points!


As long you sign in or someone is left alive to tell the story...
If not how your infamy will grow ? Will you brag about it ?

@Honourborn:
1) willl it be written on the axe it is a +5 axe of awesomeness ? Will it blink on it ?
This work 2 ways:
1) They can think a guy well armed isn t to be triffled with (nobody likes to die for nothing)
2) They can think they gonna get a good money out of your equipment, and that your just a canned [censored].
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Johnny
 
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Post » Fri Dec 31, 2010 12:04 am

It looks like I'm one of the very few that voted no. Here's why.

I do agree that it is more realistic. I play Oblivion with OOO and MMM and those mods make this "Please don't hurt me!" behavior even more common.

But I hate it when it happens. Because if I'm role playing a good character (which is my preference) I feel some obligation to stop and let them run away. However then they come back I take one swing and then they run away again. Also there is now the decision on whether to let them give up, because maybe then they will hurt or kill some innocent NPC that they would have hurt or killed if I followed through. So role play wise it is a real pain, in my opinion.
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Stephy Beck
 
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Post » Fri Dec 31, 2010 3:15 am

Yes.

One of my most persistent complaints about RPGs is the sheer number of sentient beings my character is required to mow down, apparently without thought, consequence or -- more relevant to the thread -- any opportunity to let some of them live when my character's clearly overwhelmed them. Monsters might fight to the death, but most people will give up as soon as it's clear their current path ends with them being slashed in two by a claymore.

My heroes often have no reservations about cutting sentient beings to pieces (kill 'em all and let the gods sort them out), but I don't like it when RPGs assume that's the kind of character I'm playing; and confound the situation by making their NPC enemies utterly meaningless as characters - that is, psychotically brave and/or dangerously unwise.


An elegant point.

Yes, always seems that humans have absolutely no self preservation instincts. I think in one-on-one combat, many enemies that don't have a personal grudge against you would attempt to flee if things went south., seems sort of pointless and meaningless to get killed at the age of 30 in a small skirmish with a dungeon pillager.

But I hate it when it happens. Because if I'm role playing a good character (which is my preference) I feel some obligation to stop and let them run away. However then they come back I take one swing and then they run away again.


"I didn't like the way melee fighting worked in Oblivion so I don't think there should be melee fighting in Skyrim."

This is the same logic you are using, it doesn't make any sense. You didn't like the way it was implemented, so you don't want it implemented in the next game, even if it's implemented differently? :confused:
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cheryl wright
 
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Post » Fri Dec 31, 2010 12:57 am

I like this idea. However if they run away, I should be able to kill them without gaining infamy or anything like that. If they're trying to go fetch their buddies, they're still a danger to me (plus, having someone run off and alert the whole room gets annoying at best and deadly at worst).
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Katharine Newton
 
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