Just like most other suggestions, then? That comes off as a surprise to nobody. Maybe if we brainstorm well enough somebody who actually likes the idea and knows coding can try to implement it. This is no different to any other suggestions thread. You not liking the idea prompts you to say what you’re saying, really; nothing more.
I understand why you gave the most extreme of examples, but I also expected you to use some common sense. Alas, it seems to not work with people deliberately trying to bend wording into suiting their own agenda, so let me clarify. When we say “furniture” we don’t mean all furniture. Just like (G)rab relies on your STR, so should a kick. I believe I already mentioned that in my previous post. Want to be more realistic? Fine. No kicking fridges, or book cases, or brick kilns, or any heavy object for that matter. Instead, let us kick tables, chairs and lockers over. Dressers too, maybe. Furthermore, vehicles - imagine kicking a shopping cart into a zombie to slow it down. That should be feasible, right?
Kicking objects out of the way - clothes, empty containers, lumps/chunks of steel/plastic (adding pain to that can be amusing), pipes and sticks, weapons etc. What’s wrong with that? Don’t think “kick as hard as I can to do as much damage”, but rather a nudge with your foot when it comes to items laying on the ground. We’re relying on the character making a decision here - kick that heavy metal object hard, or shove it gently? Kick that can/rock hard, or move it a few inches? The process can be automatic, if you want to differentiate it from a (t)hrow. The character decides how far the item goes (based on weight) without giving the player a chance to aim. Light objects get kicked far (farther than you could throw them?), heavy objects don’t.
Understand that it’s that kind of a panic, last resort move, mainly used when being chased: be it zombies, or preying woodland creatures, or robots. You either kick the door down, since you don’t have enough time to pry it open, or kick a monster back when you’re climbing through a window frame to grant you these split seconds required for you to make your escape. You can add a chance to stun a monster after getting pushed back into a tile, giving you even MORE time and making the move even more useful. Like I said, it’ll be balanced in a way that makes overusing it harmful to the PC. Perhaps make zombies and robots more prone to getting kicked - what with them being dumb and all - and woodland creatures/human NPCs almost impossible to kick back successfully. Fair stamina usage could make it less effective, and so can the chance of being hurt bad if you fail to execute the move properly.
EDIT:
[quote=“Kevin Granade, post:25, topic:13185”]Drop the ‘kick’ part, it’s an irrelevant detail about how you might want to make a push happen.
The description of the action might say kick, but there’s no reason for it to always be a kick.[/quote]
Sure. Again, I don’t think anybody would mind (s)mash or (G)rab having the very same functionality. We’re just discussing what it would perform and what its ultimate goal is.