I had some more ideas, but these get so complicated, I feel like I should make a new thread which says "If the ideas in this thread are implemented, I think..."
But I'll write them here first.
First, leads and harnasses can be attached to ropes before they are put on. In fact, in the case of leads, you have to do it or it will not extend when you attach it to something and walk away. It will still have its normal length, but no more. You do this by right clicking when you have the lead or harnass selected in your hotbar, like the stake arrow I mentioned before. Right clicking again detaches the rope.
Secondly, leads become nooses; They strangle you or an animal if you are wearing it (you get the air bubbles as if you are under water) and there is tension on the rope (if you are hanging from it, for example). An if you fall while wearing it and the lead stops your fall, you get double the fall damage.
I know, in an earlier post I said I didn't want to be able to hang people or things, but when you said hanging is a fact of life, well, it got me thinking.
You couldn't pull someone in a lead or harness, if you are just walking, due to both players being of the same strength, but the lead would start to strangle a pulled player.
Of course, you can't just click on a player with a lead and have him suddenly become helpless. When a players opens his inventory screen he gets a slot in which the lead is. If he takes the lead out, the conection breaks and the noosed players suddenly has the lead in his inventory. He can put the lead back if he wishes, but then he needs to connect it to something before he can do anything. This slot is the same slot as for the harnass.
Well, that is pointless, you may be saying. What good does that do? Now, if you click on a player with rope you get a gui with two buttons. One that says "Tie legs" and one that says "Tie arms". If you press and hold one of the two buttons, there is a tiny bar that fills up for each of them. This takes a while, and the player being tied up gets a little notice on his screen with a the same bar, to warn him that he is being tied up. If the binding is stopped, the bar stays at the same level and the rope stays with the player. When to "Tie legs" bar is full, the player can't walk anymore, but can still jump forwards and backwards. When the "Tie arms" bar is full the entire inventory is frozen, except for the selection on the hotbar, which can't be moved. The player can still drop what is in their hands at that moment and pick something up into that slot out of a chest or from the ground, but nothing else. They can't break blocks either or craft, but they can use buttons and levers. They can use swords, but not bows.
In their inventory there are two buttons at the side, one which says "Untie arms" and "Untie legs". If the arms are not fully bound, both buttons are pressable and you can untie them at the same speed as they were tied. Holding a piece of flint in your selected slot on your hotbar speeds up the process; so does an arrow and a sword does it even more. If the arms are fully tied, the untying process is very, very slow. However, even here the flint, arrow or sword does help, as long as it is in the selected slot.
If someone right clicks on a player while he is tied or partialy tied, there are four buttons: Two of them are the tying buttons mentioned before, and two of them are untying buttons.
If your arms are tied, you may have noticed that you can't remove a lead or a harnass. This makes for capturing players, which would make pvp, especially on a hardcore server, much more interesting.
Harnesses look like a tube of leather. The harness changes size depending on the mob inside. A harnesses mob will NOT take any damage if falling. Harnesses also are safer and will not choke the mob. To equip a harness onto a mob, right click the mob with the harness. Note, pigs do not require harnesses. To attach a harness to a rope, right click the rope with a harness. It will look like a leathery square hanging from a rope.
If you do not harness a mob other than a horse or pig, and there is tension in the rope, they will slowly choke and the air meter will decrease slowly. You can stop this by reducing the tension on the rope.
Sorry, you lost me at "ropes, leads, just better" If its JUST leads, why would we needs ropes? If its just better, why not just improve leads?
Edit the first part of your suggestion and I might read on.
It doesn't say "Ropes, leads, just better", it says "Ropes: Leads, just better" (notice the colon). It indicates that ropes, which the suggestion is about, would be like leads, just better, to give a quick reference point what this post is about.
Stop nitpicking and read on.
By the way, Deonyi, I made a post about tying players and mobs up. I'll leave a link here, if you want to check it out.
I'll just add a small table of mob strengths (ie. How strong you need to be to pull them with a rope), in accordence with my other suggestion on this topic. I used a player strength as the default: Player -> 1S
If two equal forces pull in opposite directions, there comes a stalemate, with niether moving. That is why I put the strength of a lot of animals under 0.5 or 2: So just one player can pull two at a time, for example, or two can pull one cow. The strength of an animal is not what defines it's willingness to follow you: Your own dogs follow you anyway, and horses are irritated by the leash and follow in the direction it is pulled. What it does mean, however, is that one player alone does not have the strength to pull a horse up a cliff with a rope, nor three dogs at the same time.
true... maybe you could use the rope and stone? Shift-rightclick to attach the rope end to a stake and have it hanging down. Now, you could grab the stone and pull it/throw it over one of the stakes on the sides, and swing with it?
That would probably be best, but the stone seems a little big for this. A smaller "weight" would be more appropriate.