Kneecapping someone is definitely one good way to keep a prisoner that doesn't involve drugging your opponent, but again, this is a more rp oriented view rather than a classic one. Of course, if you have the firepower to deal over 30 brute per hit, i don't think bones breaking a little will slow you down in flat out killing them anyway, but just makes healing a bit more cumbersome (and autopsies more interesting).
A point which i think i failed to mention is that the broken bones dont hurt until you try to use them, so you can get dragged around without incurring injuries, and even with two shattered legs you can still crawl or hobble away, albeit slowly (and causing the fragments to dig into your surrounding tissue and cause general brute damage). The meta then becomes towards "which limb should i target", because targeting the chest won't break things, and different limbs have different effects (break two elbows and they can't hold things or attack as well, break two legs and they can't eacape). If the combat system doesn't include it already, targeting things other than chest should have a higher fumble chance and greater chance of missing, which should balance the bone breaking strats somewhat.
A lot of people have suggested organ damage to me as well, but idk much about it and honestly have no interest in coding that so yea.
My current plan is to have borg or synthetic arms be unbreakable, since they don't have bones and are made of sterner stuff. Body armour should lessen brute impact and protect you from bone breaking somewhat, but if all else fails, we can have some kind of security exoskeletal brace which lets you ignore your broken bones and move as normal or something.
One thing i hope people do is not go "oh new meta ew" but instead go "hmm how can i use this/defend against this". I don't want every fight to become about bones though, i'd like for breaks to be rather rare actually. We'll have to see what consensus is though.
I've temporarily halted progress on the code in order to let people and devs come to a consensus about this, because i understand it's quite a big change. Thanks to everyone once again for the feedback
A point which i think i failed to mention is that the broken bones dont hurt until you try to use them, so you can get dragged around without incurring injuries, and even with two shattered legs you can still crawl or hobble away, albeit slowly (and causing the fragments to dig into your surrounding tissue and cause general brute damage). The meta then becomes towards "which limb should i target", because targeting the chest won't break things, and different limbs have different effects (break two elbows and they can't hold things or attack as well, break two legs and they can't eacape). If the combat system doesn't include it already, targeting things other than chest should have a higher fumble chance and greater chance of missing, which should balance the bone breaking strats somewhat.
A lot of people have suggested organ damage to me as well, but idk much about it and honestly have no interest in coding that so yea.
My current plan is to have borg or synthetic arms be unbreakable, since they don't have bones and are made of sterner stuff. Body armour should lessen brute impact and protect you from bone breaking somewhat, but if all else fails, we can have some kind of security exoskeletal brace which lets you ignore your broken bones and move as normal or something.
One thing i hope people do is not go "oh new meta ew" but instead go "hmm how can i use this/defend against this". I don't want every fight to become about bones though, i'd like for breaks to be rather rare actually. We'll have to see what consensus is though.
I've temporarily halted progress on the code in order to let people and devs come to a consensus about this, because i understand it's quite a big change. Thanks to everyone once again for the feedback