If there are more kidnappings etc. then there will be bigger better scenes and fewer silent necksnappings. Plus I'm sure you could get up to all kinds of shenanigans that I haven't described here (please do not go into detail about game mechanics).
If there are more kidnappings etc. then there will be bigger better scenes and fewer silent necksnappings. Plus I'm sure you could get up to all kinds of shenanigans that I haven't described here (please do not go into detail about game mechanics).
Spending several hundred thousands on the tools needed to do something similar to this to kidnap some rando too is about the equivalent of top gearing an entire crew to go hold up Burger King.
Though there ARE tools available, they are not very practical.
Disposable would mean they wouldn't be the be-all end-all but they could be cheap enough to want to use for one job. 10k to kidnap someone instead of killing them sounds like it might be worthwhile to me.
Making something that costs more and just targets the SIC alone seems like it would be relatively balanced. It might make topside hits more manageable, too.
In the past I have frequently wanted to kidnap someone to do something interesting to them, but the complexity of moving a target from point A to point B while they were screaming for help meant that more often than not it was easier to just necksnap and take their gear. The risk/reward on a drawn-out scene versus thirty seconds of combat and a quick and dirty necksnap was REEEEEALLY skewed in favor of the latter.
In my opinion this wouldn't make combat-focused characters more powerful since it would have to be used after the target was already beaten. It would give them an opportunity to do something more interesting for both parties than redscreening the victim and walking off with the loot.
TLDR its extremely easy to murder someone and instantly get all their stuff and extremely hard to kidnap them. Something like this would leave the current balance intact since there's still a fight beforehand, but it'd give the winner the option to turn it into more RP.
I don't see how is that, ultimately, better experience, and not a big of combat vs non combat.
I also don’t see something like this happening for many ic/mechanical reasons too. I would advise you have someone teach you the ins and outs of a good kidnapping or just have enough rep to where you can kidnap someone and there’s not a damn thing anyone can do about it.