Feature #33847

Switch from Humanity to Sanity

Added by D3hydratedWater almost 3 years ago. Updated over 2 years ago.

Status:New Start date:06/20/2012
Priority:Normal Due date:
Assignee:- % Done:

0%

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Description

I had this idea awhile ago when bandit skins were originally being removed. Essentially instead of become "bad" after killing survivors you become more insane. The end result being that instead of seeing other players as players you see them as zombies(obviously not holding weapons). This would only occur at high levels of low sanity.

This wouldn't add much of a barrier during travel as you would obviously be able to distinguish who is actually a person, nor would it effect you potentially seeing a guy running through a field. However this would add a very large barrier to combat and an extra level of confusion. When in combat it would be much more difficult to sort out who is friend and who is foe. Here are some examples.

Ex 1. You're traveling with friends and you have very low sanity, you see them as zombies but you can obviously tell their friendly based on the fact that you're not near buildings. This is okay.
Ex 2. You're hunting other survivors and you have very low sanity, you see a lone "zombie" running through a field, this is obviously a survivor. This is also okay.
Ex 3. You're with your friends raiding the barracks at northwest airfield, and you have very low sanity. Accidentally you pull quite a bit of zombies, however you see your friends as zombies and cannot quickly distinguish friend or foe and accidentally take out two of your friends with this added confusion. This is where the system would be interesting.

Proposed ways of raising your sanity:
-Staying near survivors for extended periods of time
-Slowly raises by itself
-An added item that allows you to raise sanity, such as possibly a medication

If you see any loopholes in this system comment and I'll try to fix them, and feel free to add constructive feedback and idea. :) I also understand that this may not be possibly with the ArmA engine and that it would mostly likely be a monumental task to code.

History

Updated by D3hydratedWater almost 3 years ago

I should of spell checked. Sorry for the typos and grammar errors, and English is my first and only language. -.-

Updated by Jono almost 3 years ago

Interesting... I was/am quite against this kind of mental manipulation.... However, maybe I'm just arguing semantics, but that sounds more like "Paranoia" than Sanity, and if it was paranoia, then if such a feature was implemented/tried, then I think it has the potential to work quite well.

The main drawback I can think of at the moment is the massive difference / behaviour between players and zombies.
You'd have to "see" players moving the same way that zombies do, otherwise it would still be easy to differentiate the two. There are zombie face skins available to players (I think I saw in the character creation screen thing) - so maybe it'd not take too much effort to implement.

Updated by Scurrin almost 3 years ago

The problem with these suggestions is they only seemed to be designed to punish certain playstyles. Why do these only have an effect on killing players? Why not insanity from solitude? Why not like PTS from taking damage?

As cool as a feature like this is I have not seen a suggestion yet that doesn't punish certain playstyles.

Updated by D3hydratedWater almost 3 years ago

Jono wrote:

Interesting... I was/am quite against this kind of mental manipulation.... However, maybe I'm just arguing semantics, but that sounds more like "Paranoia" than Sanity, and if it was paranoia, then if such a feature was implemented/tried, then I think it has the potential to work quite well.

The main drawback I can think of at the moment is the massive difference / behaviour between players and zombies.
You'd have to "see" players moving the same way that zombies do, otherwise it would still be easy to differentiate the two. There are zombie face skins available to players (I think I saw in the character creation screen thing) - so maybe it'd not take too much effort to implement.

I guess I should of been more clear, but it would mask the other players models with the zombie model itself. So animations would carry over with the mask making them appear and animate like zombies.

Updated by D3hydratedWater almost 3 years ago

Scurrin wrote:

The problem with these suggestions is they only seemed to be designed to punish certain playstyles. Why do these only have an effect on killing players? Why not insanity from solitude? Why not like PTS from taking damage?

As cool as a feature like this is I have not seen a suggestion yet that doesn't punish certain playstyles.

I wouldn't say that it punishes players, it makes them make a choice. Obviously at the moment there is no repercussions for a play style that features killing other players. Survivors, by not killing other players risk themselves to become victims of the other players.

Essentially with this system it would have two pathways of play styles.

Survivor
Pros:
-Don't risk sanity
-Don't have to worry about PvP as much

Cons:
-Risk being betrayed by others
-Risk being killed by others for any reason
-Farming for gear more often

Bandit
Pros:
-Quick loot (kill a highly geared player)
-Little risk of being betrayed

Cons:
-Low sanity
-Possibility of killing friends with said sanity

With this system it wouldn't technically punish the bandit play style but it would make bandits think about killing people, risk vs reward. Is it worth having a low sanity in order to kill? Well if the player you're killing has good gear then maybe yes. I feel this would really tone down on geared players freely slaughtering newbies.

It would promote being more moderate, killing players you need to kill rather than killing players because you can.

Sorry if my thoughts aren't very complete in this post, I'm currently in class typing this. :X I'll edit it to make if more clear if needed once I get back home.

EDIT: This is more a system not to punish bandits, but to greatly decrease the amount of griefing on newer players.

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