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From the wiki:
Capulettium plus: Instant and ongoing silence until chemical fully depletes, also prevents the use of all emotes. Makes the victim appear dead if they're resting.
If you're willing to not be able to talk by normal means you can use this to trick people into thinking you're a dead traitor who left all his cool gear on the ground. Very nefarious if using items while down is added.
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SL the Pyro Wrote:I'll concede though that Security still needs a reliable way to disarm people, otherwise their jobs would be nigh-impossible.
How about a 'kick' action - with a verb and, naturally, a hotkey combination, eg. shift+click, only usable while standing, which is effectively the same as picking up the item and throwing it 7 squares away in a 45° cone of your facing direction.
So effectively, the officer workflow would be stunning the person and then immediately kicking away the weapon if they don't want to take it.
Secondly, I propose that stun batons also apply the 'tased' effect that the taser does for the exact duration of the stun and no longer.
Thirdly, this is a thing that came up several times, and I probably know which bunch is the reason it's never actually been implemented, but I don't think harmbatoning should stun. The harm baton probably doesn't even hurt any more than a fire extinguisher straight to the face so I never actually saw the point of that particular behaviour.
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BYOND Username: Powmonkey
Marquesas Wrote:Thirdly, this is a thing that came up several times, and I probably know which bunch is the reason it's never actually been implemented, but I don't think harmbatoning should stun. The harm baton probably doesn't even hurt any more than a fire extinguisher straight to the face so I never actually saw the point of that particular behaviour. I used to think it was exclusive behavior to the police baton, since I never had any reason to harmbaton someone.
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BYOND Username: Ed Venture
Marquesas Wrote:Secondly, I propose that stun batons also apply the 'tased' effect that the taser does for the exact duration of the stun and no longer.
Pls no
Marquesas Wrote:Thirdly, this is a thing that came up several times, and I probably know which bunch is the reason it's never actually been implemented, but I don't think harmbatoning should stun. The harm baton probably doesn't even hurt any more than a fire extinguisher straight to the face so I never actually saw the point of that particular behaviour.
I agree getting stunned by a harm baton should not stun and do stamina damage at the sametime
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Marquesas Wrote:SL the Pyro Wrote:I'll concede though that Security still needs a reliable way to disarm people, otherwise their jobs would be nigh-impossible.
How about a 'kick' action - with a verb and, naturally, a hotkey combination, eg. shift+click, only usable while standing, which is effectively the same as picking up the item and throwing it 7 squares away in a 45° cone of your facing direction.
In all honesty it'd probably be the most underused verb in existence, right next to defenestrate. Realistic yes, but a smart officer will pick up the gun and put it in his bag or if warranted, empty it into the traitor. You dont want to kick a weapon away from a player in this game because it WILL go missing, namely into the hands of a staff assistant.
Quote:Secondly, I propose that stun batons also apply the 'tased' effect that the taser does for the exact duration of the stun and no longer.
This stun baton is, the be all and end all of arresting a perp. If you can't effectively defend yourself in extreme closer quarters, i.e: with a stun baton, then stun batons will be left in lockers and tasers would be used in place. Simple as.
I agree with the harmbaton though.
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Is the tase effect the movement confusion action, the item dropping, the multiple hits needed to get a full stun, or the combination of those things?
Because I know that just the movement confusion would be awful since it would make the person you're presumably trying to arrest wildly unpredictable, especially if they can still pick up things to fight you with.
I like kicking though. The impromptu soccer games that will spring up from that will be fun.
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Noah Buttes Wrote:Marquesas Wrote:Thirdly, this is a thing that came up several times, and I probably know which bunch is the reason it's never actually been implemented, but I don't think harmbatoning should stun. The harm baton probably doesn't even hurt any more than a fire extinguisher straight to the face so I never actually saw the point of that particular behaviour. I used to think it was exclusive behavior to the police baton, since I never had any reason to harmbaton someone. I thought this for a while too, and when I learned that regular stun batons did it too while turned off all I could do was say "Why." It's a behaviour that probably should be unique to the Police Baton (since it's an antag item nowadays) and not something so easily accessible (it's actually very easy to get a Stun Baton without ever seeing Security if you know how).
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Yeah, I think I need to clarify here, what I was proposing was that stun batons
- do significant stamina damage or instant stun -- open for discussion -- when turned on, but no damage.
- do light stamina damage and damage - much like any other normal object - when turned off
- cause you to be all jittery for a few seconds, slowing movement and making you drop items; but if the instant stun is kept, this effect doesn't last longer than the stun itself
The confusion is something I don't want for stun batons, it's a good mechanic for tasers but not batons.
This would keep stun batons in the line as viable arrest options while lethal options become less frustrating to fight.
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Instant stun should be kept for stunbatons but yeah I agree harmbaton shouldn't stun like it does when it's on. Only the police baton should be kept that way.
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This post is a prime example of being literally Donald Trump
Marquesas Wrote:Yeah, I think I need to clarify here, what I was proposing was that stun batons
- do significant stamina damage or instant stun -- open for discussion -- when turned on, but no damage.
- do light stamina damage and damage - much like any other normal object - when turned off
- cause you to be all jittery for a few seconds, slowing movement and making you drop items; but if the instant stun is kept, this effect doesn't last longer than the stun itself
The confusion is something I don't want for stun batons, it's a good mechanic for tasers but not batons.
This would keep stun batons in the line as viable arrest options while lethal options become less frustrating to fight.
Hm, so the stun baton would deplete the stamina bar down to zero? I would be ok with this as it brings it in line with the taser, but there are several problems with this:
1. Choking and gasping, you mightn't be able to yell for help upon stun or sometime after.
2. If it's zero, then you will be knocked unconscious from the stun. You could have players who would use this unconsciousness as a means to an end, as it firstly lags the target and secondly unconscious players are prone to shit like surgery. Example would be to stun someone, table them, stun again and then remove their brain for instant death. This is already possible, but less so.
3. The confused movement and dropping would also be a gripe for me, as would it be with a taser. I dont think this adds ANYTHING to the game, as I stated to cogs it doesn't fall in line with the attrition thing he/admins/whoever wants going. It'd be better if maybe the tasing had a "prone" effect on a target, which means they are slightly slower and are more vulnerable to tased shots, i.e: one shot would down them. Currently if a target recovers from their stun, they're still fucked if the tase effect is still in place. Adding this to the stun baton would buff security, but for worse not for better.
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Character Name: Discount Dan, Benjamin Sisko
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I have to agree with Sundance the confused movement and dropping of items when stunned/tased is terrible. It makes escaping arrest nigh impossible and it makes defending yourself from security or antags completely impossible.
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Sundance Wrote:It'd be better if maybe the tasing had a "prone" effect on a target, which means they are slightly slower and are more vulnerable to tased shots, i.e: one shot would down them. Like, if being shocked/tased force proned someone? As in, they drop what they have, are stuck in prone for a bit, but free to crawl and try to get their weapon back/attack with this new proposed mechanic?
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Ed Venture Wrote:I have to agree with Sundance the confused movement and dropping of items when stunned/tased is terrible. It makes escaping arrest nigh impossible and it makes defending yourself from security or antags completely impossible. Security is already hard enough to play. Don't make this shit harder or no one at all will play it even more so than already.
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You know this is one of those ideas that sounds alright on paper but once it gets added people will utterly loathe it and get annoyed.
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