Have you ever played a Fable game before? And if so, do you remember how death worked? The game would slow down and you'd lose your XP orbs. It sucked, but that was the game - it wasn't possible to save scum.
I've gone and replicated this in Fallout: New Vegas. Now, instead of perishing in combat, you topple over (in slow-motion) from whatever direction you were struck from, you lose 10% of your XP, and when you come to it - you have a few seconds of invulnerability (for you to retaliate or flee).
All of these variables are customizable by YOU in MCM.
- The duration of how long you're KO'd.
- The duration of invulnerability.
- The XP (loss) multiplier. (from 0% - 100%)
- Whether your foes heal to full once they take you down.
- Whether your foes run away from your unconscious body (so they don't camp your body).
- You can even make them forgive you after they kick your ass (If they weren't aggressive towards your from the get-go).
I've very proud of it. I've been refining it for the last few days and it's ready to be published. But... I've ran into a dilemma...
The XP loss. Yes, you can turn it off entirely if you wanted to. And yes, with all the quest mods on the Nexus you needn't worry about a shortage of XP...
I digress, at level 1-5 it doesn't really matter if you lose 10% of your XP if you die. Sure, it sucks, but 10% at the lower levels can easily be replaced by killing 1-4 people/creatures/etc. Once you get to the higher levels, however, you're losing 1000+ with each death. My level 35 character loses almost 10k per death.
So here's where I am now...
- Instead of XP loss - Skills are temporarily reduced by 5-10 perk KO.
- Max health is temporarily decreased - this debuff would stack.
- Non-Hardcore: KOs don't matter. Hardcore: They reduce your Sleep/Hunger/Dehydration.
- Rather than lose the XP - The XP would be taken from you, but after sleeping it could be recouperated.
- Or lastly... I keep it. Loss sucks, but it makes you play slower.
Let me know what you gamers (that's gender neutral right?) think. I'm open to suggestion, but I'm only implementing 1 debuff system (no more, no less).
TL:DR - In this mod, you don't die - you're simply KO'd. As a repercussion for being KO'd, which of the yellow choices should I go with?