Tazer ID-Lock changes

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Sarah_U.
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Tazer ID-Lock changes

Post by Sarah_U. » 06 Jul 2016, 15:44

Summary (a quick, 2-3 sentence summary):
Allow for command to use Tazers.

Benefits (How this will benefit the server and game as a whole):
Command gets to actually have a chance not to go lethal on people.
General logic improvement since commander has pretty much access to everything

Details (Description of how you think this would work, the benefits, etc):
Commander & XO gets added to the ID lock.
BO as well if you want.

Implementation (Optional, if you have an idea how to implement it):
[N/A]
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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ChickenShizNit8
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Re: Tazer ID-Lock changes

Post by ChickenShizNit8 » 06 Jul 2016, 15:48

Eh..

Feels like everytime I've seen Command using Tasers in the past it just didn't go well.

Neutral on this...
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Tristan63
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Re: Tazer ID-Lock changes

Post by Tristan63 » 06 Jul 2016, 15:51

Sarah_U. wrote:Summary (a quick, 2-3 sentence summary):
Allow for command to use Tazers.

Benefits (How this will benefit the server and game as a whole):
Command gets to actually have a chance not to go lethal on people.
General logic improvement since commander has pretty much access to everything

Details (Description of how you think this would work, the benefits, etc):
Commander & XO gets added to the ID lock.
BO as well if you want.

Implementation (Optional, if you have an idea how to implement it):
[N/A]
Make it to where if you have ID access to Brig it works.

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forwardslashN
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Re: Tazer ID-Lock changes

Post by forwardslashN » 06 Jul 2016, 16:12

We discussed this change in depth. Tasers are only meant for MP use, no one else. That is why they have a ludicrous amount of shots. Denied.
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