Defense against /tie minigame

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Lockie_Fantico
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Defense against /tie minigame

Post by Lockie_Fantico »

Tying is quite a powerful ability so I've come up with a simple way to give the victim a chance of avoiding their captor's attempts at doing it.

How it works:
1. The mercenary types a number between 1-10 after the victim's id in the command: /tie <player name/id> <number>
2. The victim then gets 3 attempts at guessing the number to represent their struggling.
3. The victim also must make the guesses within 3 seconds of each other, as it requires quick reflexes to avoid.
4. After each guess, the victim is given a hint at whether the number should be higher or lower.
5. A /me is generated after each guess so that everyone in the immediate vicinity knows wtf is going on.
6. The number the mercenary can make the victim guess increases by 1 per level, i.e. lvl 1 = 1-10, lvl 2 = 1-11, ... lvl 6 = 1-15.
7. If the tying attempt is unsuccessful then the merc's /tie suffers a cooldown so that they can't keep spamming it on the victim and instead gives them a chance to exit the vehicle (they can't exit it if they have someone trying to tie them).
Possible 8. the toughness upgrade when fully upgraded provides the victim with a 4th guess because they provide tougher resistance.

Example with fancy colours
Valentino_Ciro is a level 1 merc and wants to tie up Silver_Leo so he can drop him on the shark. He types /tie silver_leo 7, and the following occurs from Silver's point of view:

Victim guesses correct number on 3rd attempt
* Valentino_Ciro has made an attempt to tie up Silver_Leo!
Quickly guess the number between 1-10 to escape!
Silver_Leo: 5
Higher
* Silver_Leo struggles!
Silver_Leo: 8
Lower
* Valentino_Ciro has secured one of Silver_Leo hands.
Silver_Leo: 7
* Silver_Leo breaks free!

Victim doesn't guess the correct number
* Valentino_Ciro has made an attempt to tie up Silver_Leo!
Quickly guess the number between 1-10 to escape!
Silver_Leo: 5
Higher
* Silver_Leo struggles!
Silver_Leo: 8
Lower
* Valentino_Ciro has secured one of Silver_Leo hands.
Silver_Leo: 6
* Silver_Leo is tied up and cannot move.

Victim doesn't make an attempt at guessing within the first 3 seconds
* Valentino_Ciro has made an attempt to tie up Silver_Leo!
Quickly guess the number between 1-10 to escape!
* Silver_Leo hesitates!
* Silver_Leo is tied up and cannot move.
Last edited by Lockie_Fantico on January 21st, 2011, 1:16 am, edited 1 time in total.
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simon_bg
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Re: Defense against /tie minigame

Post by simon_bg »

the best yes
Hope Vince gets that ring in Dallas.
Valentino
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Re: Defense against /tie minigame

Post by Valentino »

Yeah this is good.


Make sure there is a cooldown of like 30 seconds between ties so that once the minigame finishes and if the captive breaks free the mercenary can't just /tie straight away and make them play the minigame thing again.
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Re: Defense against /tie minigame

Post by Biffalo_Bull »

Very very nice work. You have put alot of thought into this and I think it's great.
Silver_Leo
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Re: Defense against /tie minigame

Post by Silver_Leo »

why do you jerks keep using me as an example!!!

but yeah nice idea.
Montel_Chilliams
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Re: Defense against /tie minigame

Post by Montel_Chilliams »

Yeah the current blindfold/tie is overpowered, you can just hop in a car with /blindfold id /tie id and have your victum.
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Juke
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Re: Defense against /tie minigame

Post by Juke »

neato

if it was a reflexes thing i don't know why it wouldn't just be one of them "push x now!!!" bits instead of guessing a number, though
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simon_bg
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Re: Defense against /tie minigame

Post by simon_bg »

some dude enters the car and everyone has their finger on X already
Hope Vince gets that ring in Dallas.
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Re: Defense against /tie minigame

Post by Valentino »

Juke wrote:neato

if it was a reflexes thing i don't know why it wouldn't just be one of them "push x now!!!" bits instead of guessing a number, though

This would also be cool, it's also very possible.
Juke
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Re: Defense against /tie minigame

Post by Juke »

simon_bg wrote:some dude enters the car and everyone has their finger on X already
randomize the keys

easier than making an over under game
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Re: Defense against /tie minigame

Post by DUMB IDIOT 2 »

Juke's idea sounds much easier in regards to teaching it to the population
Moe
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Re: Defense against /tie minigame

Post by Moe »

Except it's not really possible with other keys than those you have chosen controls for.
So by default you'd have a choice between:
lshift - rshift
lctrl - rctrl
alt
caps lock / h
2
uarrow
darrow
q
e
middle button on your mouse
f / enter

nothing else comes to mind

So using numbers would be much better than using those buttons to be honest.

e: lol what a typo
Last edited by Moe on January 20th, 2011, 3:31 pm, edited 1 time in total.
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DUMB IDIOT 2
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Re: Defense against /tie minigame

Post by DUMB IDIOT 2 »

That seems like a pretty large set of keys to choose from
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Re: Defense against /tie minigame

Post by Wootcannon »

Moe wrote:Except it's not really possible with other keys than those you have chosen controls for.
How come?
Moe
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Re: Defense against /tie minigame

Post by Moe »

Because that's how it works.
I guess it'll be possible to use other buttons in a future version of SA:MP, but until then those are the only buttons that can be detected.
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Boris_Stoyanov
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Re: Defense against /tie minigame

Post by Boris_Stoyanov »

The number idea seems more funner than the other one but i guess the button once will be more realistic, but still i kinda prefer the number thing because, with the press button you can just like press all the buttons or something to cheat with it. And obviously make it so like you can't exit the car while playing that game and also if you /q while playing, you get put in jail also. But i love the idea since Alex always likes to ruin my day and tie me up.
Lockie_Fantico
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Re: Defense against /tie minigame

Post by Lockie_Fantico »

Yeah I thought the number idea would be more interesting as they represent the victim having to make logical choices fast in order to escape. Also the numbers the victim says wouldn't show up in local chat to not ruin the ~immersion~, and I forgot that the 'guess 1-10' instructions come after the guy tries tying so I edited them in.
Silver_Leo wrote:why do you jerks keep using me as an example!!!
:happycat:
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Re: Defense against /tie minigame

Post by LaPaza »

Support. Great Iddea
The King is not dead !!!
Montel_Chilliams
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Re: Defense against /tie minigame

Post by Montel_Chilliams »

How about selling a pair of scissors or a swiss army knife in the 24/7's that cost more than blindfolds. Then just add a /cut command or something that will break you free of blindfolds/ties.

This seems easier to code and balanced to me. That way at least you can spend 15k or so on the knife and have a defense against the g-bugging /blindfold /tie keybinders.
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Re: Defense against /tie minigame

Post by aron9forever »

nah
how will you cut the rope if your hands are tied
maybe making it so you need a knife yo /untie, now that would be cool
also what about adding a /me to /untie too, happens so often that someone unties a victim and you don't get to find out who he was
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Montel_Chilliams
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Re: Defense against /tie minigame

Post by Montel_Chilliams »

aron9forever wrote:nah
how will you cut the rope if your hands are tied
Have you never seen an action movie where you come from?

How would you be able to jump into a car moving at full speed, blindfold the driver and tie him up all from the passanger seat?

Comparing GTA to RL is dumb, /blindfold /tie g-buggers need a counter.
aron9forever wrote:i am a big jerk and i usually act dumb
What did we learn here? you suck more than me :dogout:
Satoru
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Re: Defense against /tie minigame

Post by Satoru »

when life throws you a jeffrey
STROKE THE FURRY WALL STROKE THE FURRY WALL
Montel_Chilliams
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Re: Defense against /tie minigame

Post by Montel_Chilliams »

WHY DO YOU CALL IT A JEFFREY?!
aron9forever wrote:i am a big jerk and i usually act dumb
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Satoru
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Re: Defense against /tie minigame

Post by Satoru »

who would be afraid of a jeffrey?
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