tiny lampe
Insider
I like the idea of enemies being able to surrender. First because it makes sense, second because deciding what to do with a defeated opponent is a pretty important decision in any roleplay.
I'm not fully convinced that the player should be able to tell enemies that they should surrender (through a sign, command or otherwise). I think it would be enough if enemies automatically surrendered when appropiate and then it was up to the player to decide what to do next.
In my opinion enemies should surrender when they feel overhelmed unless surrendering goes against their beliefs/personality. An enemy may feel overwhelmed if 1) the player can deal a lot of damage very quickly while remaining unharmed himself, 2) the player has high renown, 3) the player possesses superior gear (bandit with dagger tries to rob you just to notice, too late, that you are wearing plate armor under your cloak).
On the topic of how to tell the opponent who surrendered what to do, I'm against the idea of pop-up menus. Use of contextual buttons/actions should be enough. For example: start by pressing the 'interact' button while your crosshair is over the opponent. If at that moment your weapon is unsheated (menacing attitude) you will loot him. If at that moment your weapon is sheated (forgiving attiude) you will talk to him. To kill him, simply attack. Also, I agree with Empire regarding the use of finishing moves and the like; Sui Generis is not about flashiness. Besides, one 'disadvantage' (if you want to call it like that) of Sui Generis physics-based combat is that it is not compatible with precanned animations.
I'm not fully convinced that the player should be able to tell enemies that they should surrender (through a sign, command or otherwise). I think it would be enough if enemies automatically surrendered when appropiate and then it was up to the player to decide what to do next.
In my opinion enemies should surrender when they feel overhelmed unless surrendering goes against their beliefs/personality. An enemy may feel overwhelmed if 1) the player can deal a lot of damage very quickly while remaining unharmed himself, 2) the player has high renown, 3) the player possesses superior gear (bandit with dagger tries to rob you just to notice, too late, that you are wearing plate armor under your cloak).
On the topic of how to tell the opponent who surrendered what to do, I'm against the idea of pop-up menus. Use of contextual buttons/actions should be enough. For example: start by pressing the 'interact' button while your crosshair is over the opponent. If at that moment your weapon is unsheated (menacing attitude) you will loot him. If at that moment your weapon is sheated (forgiving attiude) you will talk to him. To kill him, simply attack. Also, I agree with Empire regarding the use of finishing moves and the like; Sui Generis is not about flashiness. Besides, one 'disadvantage' (if you want to call it like that) of Sui Generis physics-based combat is that it is not compatible with precanned animations.