An interesting idea, I assume it would only be useable in an extraction point though? Otherwise you would kill someone "legitimately" in the open world, then blow them up killing them, when they come in to finish you and loot you and I think that would simply kill off PvP and of course nobody wants that (or should be wanting that at least), I quite like the idea though.Some humans are just cruel when they have the opportunity, there's no solving that, you can only mitigate it. I'd say the best you can do without ruining the other mechanics is add some risk to killing DBNO players in the escape area. Give players the ability to craft a cheap utility which is an explosive with a dead mans switch so when they die they have the option of triggering it. It goes off when they die or if the player wants to voluntarily set it off. It kills any enemy (kills, not DBNO) within a few meter radius. Balance it by needing the player to craft it, it take up quick use slot. Give it an animation so the person DBNO puts one hand in the air clearly showing a red trigger in their hands. Have it so DBNO players with the dead mans switch equipped can't move.
Now players wanting to be cruel can still be, but they face the same outcome as the people they kill. The person dying gets the satisfaction of revenge but still doesn't keep their stuff. The extraction becomes an exercise in game theory, best outcome is to trust the other person, not get revenge and just both extract with what you have. You can still DBNO players in the lift if all you want is security you wont be killed, as long as you promptly extract before they die.
These games are live services, their health depends on how they respond to the issues the game has, that includes player cruelty.
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