10-19-2024, 05:57 AM
As the title says I think you should be able to uncuff yourself while moving.
This post also comes from a classic only player. If the mentality around handling cuffed players is different on RP id like to hear from that.
Currently there is basically two scenarios in which you end up cuffed
When getting cuffed by a guard buddy that is usually because you held contraband rather then actually being set to arrest.
What follows is having to uncuff yourself for 15 seconds. If anyone so much as touches you it cancels the actionbar. Therefore unless you sit in a corner you will get interrupted by people passing by.
Another thing that can move and therefore interrupt you is atmos. The issue of suffocating in cuffs aside if there is a breach or someone filling the room with air you will get moved having to redo 10 seconds again hoping nothing happens.
You used to be able to lay down and continue to uncuff which would mostly prevent you from getting moved but that was removed a while ago and now you are at the mercy of people passing by not even able to open doors you have access to by bumping into them.
Security has a win condition for any fight namely stuns. Once you are stunned cuffs turn even more oppressive. With a primary and baton sec can stun someone for around two minutes without an issue.
Cuffs extend this indefinitely. Once you are cuffed cuffed security is able to just ctrl click you and keep pushing you back and forth interrupting any attempt at escaping. On classic this is often done preemptively already.
Besides being virtually impossible to uncuff as long as you are pulled, not even grabbed, you cannot move away its essentially impossible to escape when cuffed.
On top of that you frequently get stun locked all the way to sec anyway so cuffs are just an insurance for sec.
The shortest time someone could act after getting stunned and cuffed is 70 seconds later (30 seconds stun and 40 seconds uncuffing). Time that should in most cases be more then enough to get to sec or pin someone, search them and wait for backup. Lets not forget sec generally has more charge in their baton then to down someone just once.
There is two non antag exclusive counters to cuffs matter eater which is RNG based or cyborg arms which security will remove from you if you use them to break your cuffs.
Lings and Werwolfs are commonly known to instantly escape cuffs so they are usually dealt with in the time frame the stuns allow, be that beaten to death brought into sec or borged in robotics.
What would the removal of the move interruption change?
For the securitron and guard buddy arrest it would make it less frustrating to be constantly pushed around and essentially trapped for something that in 95% of cases is not followed up by anyone to begin with.
For all I can see that is just a straight up QoL improvement.
For security it would allow to escape an inattentive sec officer that ignored you for 40+ seconds. All they have to do is disarm / hit / wall slam / pin or keep stunning someone once within 30 seconds if they see someone tries to escape. They could also use the port-a-brig which takes 2.5 minutes to escape if they dont have anything to unlock it. If sec somehow loose grip of someone, 45 seconds of running and/or hiding from sec is already hard enough. Not being able to open doors or fight back until those 45 seconds are over is punishing enough. In my opinion if someone manages that they should be rewarded by actually having a chance to resist the arrest.
A suggestion by Cal on discord was to split the flag for the movement interruption into two flags. One for moving on your own and one for being moved.
Id personally much rather see the slim possibility to pull of escapes and fight back also its way more effort to split those flags and I dont know movement code.
This post also comes from a classic only player. If the mentality around handling cuffed players is different on RP id like to hear from that.
Currently there is basically two scenarios in which you end up cuffed
- Getting cuffed by a securitron / guard buddy
- Getting cuffed by sec
When getting cuffed by a guard buddy that is usually because you held contraband rather then actually being set to arrest.
What follows is having to uncuff yourself for 15 seconds. If anyone so much as touches you it cancels the actionbar. Therefore unless you sit in a corner you will get interrupted by people passing by.
Another thing that can move and therefore interrupt you is atmos. The issue of suffocating in cuffs aside if there is a breach or someone filling the room with air you will get moved having to redo 10 seconds again hoping nothing happens.
You used to be able to lay down and continue to uncuff which would mostly prevent you from getting moved but that was removed a while ago and now you are at the mercy of people passing by not even able to open doors you have access to by bumping into them.
Security has a win condition for any fight namely stuns. Once you are stunned cuffs turn even more oppressive. With a primary and baton sec can stun someone for around two minutes without an issue.
Cuffs extend this indefinitely. Once you are cuffed cuffed security is able to just ctrl click you and keep pushing you back and forth interrupting any attempt at escaping. On classic this is often done preemptively already.
Besides being virtually impossible to uncuff as long as you are pulled, not even grabbed, you cannot move away its essentially impossible to escape when cuffed.
On top of that you frequently get stun locked all the way to sec anyway so cuffs are just an insurance for sec.
The shortest time someone could act after getting stunned and cuffed is 70 seconds later (30 seconds stun and 40 seconds uncuffing). Time that should in most cases be more then enough to get to sec or pin someone, search them and wait for backup. Lets not forget sec generally has more charge in their baton then to down someone just once.
There is two non antag exclusive counters to cuffs matter eater which is RNG based or cyborg arms which security will remove from you if you use them to break your cuffs.
Lings and Werwolfs are commonly known to instantly escape cuffs so they are usually dealt with in the time frame the stuns allow, be that beaten to death brought into sec or borged in robotics.
What would the removal of the move interruption change?
For the securitron and guard buddy arrest it would make it less frustrating to be constantly pushed around and essentially trapped for something that in 95% of cases is not followed up by anyone to begin with.
For all I can see that is just a straight up QoL improvement.
For security it would allow to escape an inattentive sec officer that ignored you for 40+ seconds. All they have to do is disarm / hit / wall slam / pin or keep stunning someone once within 30 seconds if they see someone tries to escape. They could also use the port-a-brig which takes 2.5 minutes to escape if they dont have anything to unlock it. If sec somehow loose grip of someone, 45 seconds of running and/or hiding from sec is already hard enough. Not being able to open doors or fight back until those 45 seconds are over is punishing enough. In my opinion if someone manages that they should be rewarded by actually having a chance to resist the arrest.
A suggestion by Cal on discord was to split the flag for the movement interruption into two flags. One for moving on your own and one for being moved.
Id personally much rather see the slim possibility to pull of escapes and fight back also its way more effort to split those flags and I dont know movement code.