Board Thread:Suggestions forum/@comment-26119768-20160110170444/@comment-26172435-20160110173138

Certainly kudo-worthy!

... it also reminds me of another status that is hardly paid attention to / so easily overlooked: a player 'is killed' or, in my words, is knocked out. It's a subject worthy of a separate suggestion thread, but first I just wanna ring da bell on this ... on DFR, I've implemented a system using the DeathControl plugin to manage a sequence for recovery after a knockout, including status effects dependent on the cause of knockout and a tp to a hospitalization location. I'm in favour of playing it hard: a knockout should have serious consequences as to make players not risk the 'lives' of their character too easily: tp to some neutral hospitalization zone with a dedicated tp cooldown (configurable) loss of experience (or character trait levels, all configurable), loss of inventory (configurable) and status effects like nausea (lvl III-I for many minutes, blindness (10-120 s), fatigue, slowness, etc.). Carelessness should cost you!

- diabolical laughter fading -