Non-lethal Takedowns
- MedicInDisquise
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Non-lethal Takedowns
Summary (a quick, 2-3 sentence summary): Weapons both melee and ranged that allows you to take down Xenos and Humans nonlethally. Ideally would be restricted so it wouldn't be abused.
Benefits (How this will benefit the server and game as a whole): Back in the alpha and even sometimes now, when we touch down, some of the more common secondary objectives was to take an alien in for research. It's pretty hard to do this when we generally don't have handcuffs and no way to non-lethally take down an alien. Besides, we need ways to subdue marines who go rogue without blowing their brains out (just for a choice).
Details (Description of how you think this would work, the benefits, etc): Specialists will have access to a Tranquilizer Rifle, must be two-handed to fire (similar to the snipers already in game). SL's will have access to the MP loadout (MP's loadout being taser, handcuffs, stunbaton) to subdue rogue marines or just keep the peace. Of course, they can always go rogue themselves but generally there is at least 2 SL's. These weapons would work against Larvae, and the smaller aliens (runner, hunter, spitter) but not the bigger queen-sized aliens. Of course, we don't want SL's and SPC's walking around acting like their MP's, so that might need some working on too.
Implementation (Optional, if you have an idea how to implement it): We already have most of the sprites, besides the Tranquilizer Rifle I suggested. Perhaps lift the Tranq from Gooncode? We also would need to do a map change to implement these into the SL's and SPC's loadouts.
Benefits (How this will benefit the server and game as a whole): Back in the alpha and even sometimes now, when we touch down, some of the more common secondary objectives was to take an alien in for research. It's pretty hard to do this when we generally don't have handcuffs and no way to non-lethally take down an alien. Besides, we need ways to subdue marines who go rogue without blowing their brains out (just for a choice).
Details (Description of how you think this would work, the benefits, etc): Specialists will have access to a Tranquilizer Rifle, must be two-handed to fire (similar to the snipers already in game). SL's will have access to the MP loadout (MP's loadout being taser, handcuffs, stunbaton) to subdue rogue marines or just keep the peace. Of course, they can always go rogue themselves but generally there is at least 2 SL's. These weapons would work against Larvae, and the smaller aliens (runner, hunter, spitter) but not the bigger queen-sized aliens. Of course, we don't want SL's and SPC's walking around acting like their MP's, so that might need some working on too.
Implementation (Optional, if you have an idea how to implement it): We already have most of the sprites, besides the Tranquilizer Rifle I suggested. Perhaps lift the Tranq from Gooncode? We also would need to do a map change to implement these into the SL's and SPC's loadouts.
- PFC Johan Leo
- CL Mary Garcia
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- lucashunter608
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Re: Non-lethal Takedowns
1+ good idea, this would work well with xeno handcuffs
- Boltersam
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Re: Non-lethal Takedowns
I see a problem with this.
spec with tranq stuns a bunch of T1 aliens charging.
Marines cut all of the stunned aliens down with their guns.
Otherwise, the tranq seems neat (personally would've suggested a netgun, I love nets.) and you should perhaps leave one in the Standard room. You can't rely on specialists to pick to nonlethal option over the badass smartgun, or sniper, etcetera. +1.
Don't forget xeno handcuffs!
I'm finally gonna relive my breaking out of research days!
spec with tranq stuns a bunch of T1 aliens charging.
Marines cut all of the stunned aliens down with their guns.
Otherwise, the tranq seems neat (personally would've suggested a netgun, I love nets.) and you should perhaps leave one in the Standard room. You can't rely on specialists to pick to nonlethal option over the badass smartgun, or sniper, etcetera. +1.
Don't forget xeno handcuffs!
I'm finally gonna relive my breaking out of research days!
- TeknoKot
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Re: Non-lethal Takedowns
Give SL a tranquilizer pistol, xeno handcuffs and an eye patch.
HE HAS NO THRILLS
HE HAS NO KILLS.
SNAKE EAAAATEEEEER.
HE HAS NO THRILLS
HE HAS NO KILLS.
SNAKE EAAAATEEEEER.
"I'm a soldier, that means I'm the defendant and the judge."
Victor 'Orbital' Kaipov says, "You're all fucking stupid."
https://youtu.be/aLEL1ZSf4fM
Victor 'Orbital' Kaipov says, "You're all fucking stupid."
https://youtu.be/aLEL1ZSf4fM
- MedicInDisquise
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Re: Non-lethal Takedowns
That is a problem, especially since stunning is half of the combat in SS13. Like I said, ideally it would be restricted.Boltersam wrote:I see a problem with this.
spec with tranq stuns a bunch of T1 aliens charging.
Marines cut all of the stunned aliens down with their guns.
Otherwise, the tranq seems neat (personally would've suggested a netgun, I love nets.) and you should perhaps leave one in the Standard room. You can't rely on specialists to pick to nonlethal option over the badass smartgun, or sniper, etcetera. +1.
Don't forget xeno handcuffs!
I'm finally gonna relive my breaking out of research days!
Perhaps a netgun that, once an alien is captured, actually protects the alien from combat.
And I think we shouldn't leave xeno handcuffs in, after all we aren't expecting xenos to be down there roleplay-wise. Don't regular handcuffs work just as well?
- PFC Johan Leo
- CL Mary Garcia
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- lucashunter608
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Re: Non-lethal Takedowns
maybe it should be called another name instead of xeno handcuffs? strange handcuffs?MedicInDisquise wrote: That is a problem, especially since stunning is half of the combat in SS13. Like I said, ideally it would be restricted.
Perhaps a netgun that, once an alien is captured, actually protects the alien from combat.
And I think we shouldn't leave xeno handcuffs in, after all we aren't expecting xenos to be down there roleplay-wise. Don't regular handcuffs work just as well?
- MedicInDisquise
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Re: Non-lethal Takedowns
Or perhaps a mix of the two. Marines are prepared for anything, up to and including handcuffing humans and strange alien beings.
- PFC Johan Leo
- CL Mary Garcia
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- coroneljones
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Re: Non-lethal Takedowns
YesTeknoKot wrote:Give SL a tranquilizer pistol, xeno handcuffs and an eye patch.
HE HAS NO THRILLS
HE HAS NO KILLS.
SNAKE EAAAATEEEEER.
But on topic going -1,SLs arent ment to enforce peace,they coordinate between their squad and command,leading them during the mission,got a rogue marine? Let them die off if they run off,or get an MP.
Xeno wise,it would be abused for stun+kills,trust me,we had this happen in the pre-alpha,mines themselves along with grenades stun a xeno,we all know how it goes,this is the same way,also why chloral is banned from being used on xenos,it was abused for stun-based easy kills
It would be neat,but abused,and MPs handle the rogue marine part
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- freemysoul
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Re: Non-lethal Takedowns
Awesome Happy Funtime Cuffs?lucashunter608 wrote: maybe it should be called another name instead of xeno handcuffs? strange handcuffs?
- Minijar
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Re: Non-lethal Takedowns
We could make it so you can't wound tranqulized aliens
Otherwise just a net cannon or tranqulizer rounds for the specialist sniper.
Otherwise just a net cannon or tranqulizer rounds for the specialist sniper.
- Edgelord
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Re: Non-lethal Takedowns
Specs will NEVER choose a tranquilizer when given the chance, either make it a special type of round for the scoped rifle or give research tranquilizers.
But the fact remains that captured xenos do absolutely nothing for the researcher and the round in general except possibly delaying it.
-1 for now, but +1 if there is ever a benefit to having captured xenos.
But the fact remains that captured xenos do absolutely nothing for the researcher and the round in general except possibly delaying it.
-1 for now, but +1 if there is ever a benefit to having captured xenos.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
- Tristan63
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Re: Non-lethal Takedowns
Just have an fuckton of marines swarm the xeno, grab a crate and a welder, boom.MedicInDisquise wrote:Summary (a quick, 2-3 sentence summary): Weapons both melee and ranged that allows you to take down Xenos and Humans nonlethally. Ideally would be restricted so it wouldn't be abused.
Benefits (How this will benefit the server and game as a whole): Back in the alpha and even sometimes now, when we touch down, some of the more common secondary objectives was to take an alien in for research. It's pretty hard to do this when we generally don't have handcuffs and no way to non-lethally take down an alien. Besides, we need ways to subdue marines who go rogue without blowing their brains out (just for a choice).
Details (Description of how you think this would work, the benefits, etc): Specialists will have access to a Tranquilizer Rifle, must be two-handed to fire (similar to the snipers already in game). SL's will have access to the MP loadout (MP's loadout being taser, handcuffs, stunbaton) to subdue rogue marines or just keep the peace. Of course, they can always go rogue themselves but generally there is at least 2 SL's. These weapons would work against Larvae, and the smaller aliens (runner, hunter, spitter) but not the bigger queen-sized aliens. Of course, we don't want SL's and SPC's walking around acting like their MP's, so that might need some working on too.
Implementation (Optional, if you have an idea how to implement it): We already have most of the sprites, besides the Tranquilizer Rifle I suggested. Perhaps lift the Tranq from Gooncode? We also would need to do a map change to implement these into the SL's and SPC's loadouts.
For rouge marines just swarm them and cablecuff them
Don't turn around
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