HOW IT WORKS NOW:
'attack' and 'kill' are the exact same thing. They do nothing different. They are just aliases of the same command.
If your @fatal is on, and you 'attack person' or 'kill person' you will enter combat with them. If you take them down to their last health, you will make them 'dead'.
If your @fatal is off and you attack or kill someone, you will enter combat with them and if you take them down to their last health, you will KO them.
If you 'attack' a KO'd/laying their dead person, you snap their neck, regardless of your @fatal.
If you 'kill' a KO'd/laying there dead person, you snap their neck, regardless of your @fatal.
They are the exact same command.
THE PROBLEM
Combat is hectic and crazy and you there is a lot of scroll, especially in big fights. This can lead to you neck snapping someone you just wanted to 'attack'.
POSSIBLE SOLUTION 1
We add a third argument to the attack/kill command.
'attack bob fatal'
This would neck snap someone if they were KO'd or 'lying there dead'.
POSSIBLE SOLUTION 2
Attack/Kill will both make you enter combat as they do now. No change there.
However, we make it so that 'attack' will not neck snap a KO'd/dying person, and instead you get a message like 'Bob is unconscious, try killing them'.
If you type 'kill' on a KO'd/dying person, you will snap their neck.
FEEDBACK
Both these solutions will allow for less accidental neck snapping during big combats. We want to know the following:
1. How did you think this worked currently?
2. Do any of you currently use 'kill'.
3. Do you use attack to attack and kill to neck snap currently?
4. Do you like either of these solutions, or would they mess with your muscle memory?
5. Do you have any other suggestions?
-- S