Subdueing equipment (RO shipment)

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Sarah_U.
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Subdueing equipment (RO shipment)

Post by Sarah_U. » 18 May 2016, 20:30

Summary (a quick, 2-3 sentence summary): It would be nice to have capture equipment as a crate or any sort of shipment as to capture wildlife and criminals during operations. A cage, standard electric weapon kit and beacon to it would be nice.

Benefits (How this will benefit the server and game as a whole): It would greatly enhance the potential to capture hostile CREATURES or INDIVIDUALS as players could use the cage and equipment to retrieve them and carefully bring them onboard the SULACO at their own risk. While dangerous to bring a xenomorph, it would be easier to convince the crew for a CL tasked to do this job and would generally grant additional roleplay and interaction- As well as danger -to the game.

Details (Description of how you think this would work, the benefits, etc):
Cage: It would be pushed or dragged around much like a crate, and once it's pushed onto a creature (Or object?) it'd automatically close and require an MP, SL or Command staff card to unlock. Aliens would be able to break it much like being restrained into a locker, but it would make noise / a warning that the alien would be going wild inside. It's walled on all sides and nothing larger than a ~tier2 can fit inside at best. Thus, the creature captured is protected from harm untill it leaves it forcefully or by its own will.
Electric weapons: Basically contains a tazer and stunbaton (As well as NORMAL handcuffs?).
The beacon: It's attached to the crate and shows on the crew monitors. It could possibly be taken away from the cage to be put on the prisoneer for tracking.
EDIT (2016-05-16): Pinpointer: Keeps track of the beacon and points toward its direction much like the nuclear authentification disk, would be white for recognition convenience.

All of this needs to be ordered from the RO or given by admins with a supply drop. It won't be on the SULACO prior to the deployment.

Implementation (Optional, if you have an idea how to implement it):
Make the cage a locker, tweak it to have a trigger much like the proximity sensor and negate the facehugger leap if it gets snatched by the cage first. I'm not sure if it'd be easy to tweak the latching system, but I believe it'd be interesting to see it around.
Tracking beacon can be used for the beacon, the rest are already existent.
Last edited by Sarah_U. on 18 May 2016, 21:07, edited 1 time in total.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Whistle
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Re: Subdueing equipment (RO shipment)

Post by Whistle » 18 May 2016, 20:40

Capturing equipment add far more Rp potential all around. +1
Adding a tracking beacon to a captured xeno could also be fun.

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Sarah_U.
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Re: Subdueing equipment (RO shipment)

Post by Sarah_U. » 18 May 2016, 21:06

I just realised we could add a pinpointer to the tracker... Edited.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Sarah_U.
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Re: Subdueing equipment (RO shipment)

Post by Sarah_U. » 09 Jun 2016, 13:38

Might be interesting to be able to drop items into the crate like smoke grenades and food. Crate can't contain T3 and dropping an explosive inside would break it so it's still balanced and offer some more options for gameplay.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Boltersam
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Re: Subdueing equipment (RO shipment)

Post by Boltersam » 09 Jun 2016, 15:18

Allow Researcher IDs to open the cage. Also, it shouldn't be possible to shoot into it. Do that, and you get a +1.

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Sarah_U.
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Re: Subdueing equipment (RO shipment)

Post by Sarah_U. » 09 Jun 2016, 23:12

Sarah_U. wrote:[...] It's walled on all sides and nothing larger than a ~tier2 can fit inside at best. Thus, the creature captured is protected from harm untill it leaves it forcefully or by its own will. [...]
As stated here, they'd be in a similar state as being behind a wall or similar and it'd be protecting them from harming outside the cage or being attacked untill they're released.
I already had thought out that part as it'd be seriously dickish mechanic to order 3 cage and just take out xenos by taking them in, etc.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Tristan63
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Re: Subdueing equipment (RO shipment)

Post by Tristan63 » 09 Jun 2016, 23:18

Image

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Sarah_U.
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Re: Subdueing equipment (RO shipment)

Post by Sarah_U. » 10 Jun 2016, 01:18

Made my day.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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stolzdude
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Re: Subdueing equipment (RO shipment)

Post by stolzdude » 11 Jun 2016, 23:17

+1 I like this, add shipping xenos in exchange for supply points or something.

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Sarah_U.
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Re: Subdueing equipment (RO shipment)

Post by Sarah_U. » 09 May 2017, 16:28

Still think this should be added, one of the rare ones I'll pester snype not to delete.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Crab_Spider
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Re: Subdueing equipment (RO shipment)

Post by Crab_Spider » 15 May 2017, 11:00

We don't need it. I see it getting abused to shit.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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