Stunbaton improvement

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Sarah_U.
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Stunbaton improvement

Post by Sarah_U. » 11 Sep 2016, 21:47

Summary (a quick, 2-3 sentence summary):
Allow for insulated gloves and other insulated items to prevent stunbaton shock when activated in hand.

Benefits (How this will benefit the server and game as a whole):
As a starter the stunbaton zapping people wielding it that aren't MPs is extreme and almost stupid.
It calls for extreme unrealistic behavior and simply a counter to some of the griefers / players that simply kicked the MPs asses for not being smart / robust.

Details (Description of how you think this would work, the benefits, etc):
Any insulated equipment prevent damage from the stunbatton activation, but doesn't negate damage done by someone attacking you with it.

Implementation (Optional, if you have an idea how to implement it):
[N/A]

PS:
You're free to deny the topic with such strong disaproval directed at it, backed with arguments and such. I clearly exagerated my facts and strained my points as to try and give a broader point of view, but overall I've actually slightly supported the idea of stunbatton being restrictive.

My only concern though, is if you push it too far. Right now you completly blocked the option from antag events and survivors, but if you go ahead and make it spread to all items that are specialized (SADAR shooting behind, GL exploding in hand, pepperspray ID-locked(How?), etc) then you'll just lower gameplay, flavour and fun, making the game much too serious and unenjoyable for certain players that search your medium RP level of play.

If you REALLY WANT TO STRIVE head my advice and don't grow too restrictive, as I've seen very prosperous servers decline in similar games for such decisions. They're minor but affect the global scale of things, alternative like I offered here are to relatively lower the dangers of such a thing and also to provide with ways to still use MP weapons for events (Thunder dome?), which would be quite enjoyable. Furthermore, if any personal carries insulated gloves to use your stunbatton you're free to ID-lock gloves demote the engineer for abusing his equipment in ways that endanger the crew and take away the item. Especially since you've several other weapons at your disposal to replace this one item you lost.

And really now, if insulated gloves were that widespread used, you'd be facing a GREATLY ORGANISED MOB which would actually prove to be somewhat interesting imo.
Last edited by Sarah_U. on 24 Oct 2016, 19:48, edited 1 time in total.
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Re: Stunbaton improvement

Post by YungCuz » 11 Sep 2016, 23:12

I just get this strange vibe of like a assistant attacking you with a gasmask and a stunprod while wearing insulated gloves for some reason.
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Re: Stunbaton improvement

Post by Zalgo » 12 Sep 2016, 01:31

This is a thing? People other than MPs really can't turn on a stunstick without zapping themselves?

It's not like it's rocket science to operate a fancy cattle prod. I'd motion to just do away with that feature altogether. Or alternatively, if staff are genuinely afraid of a marine fugitive with a stunbaton, just make it so it requires an MP/Command Staff ID to be activated and to remain in its activated state. Makes more sense than either a non-MP not knowing how to use an on switch without holding onto the contacts or the baton having a security feature to zap someone through the handle; you'd imagine the handle would be insulated already, to prevent accidental operator harm due to a malfunction or something.

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Re: Stunbaton improvement

Post by Jeser » 12 Sep 2016, 10:17

Didn't know that this is a thing, this is ridiculous, seriously. Every person can quickly understand how to use stunprod.
Zalgo wrote:This is a thing? People other than MPs really can't turn on a stunstick without zapping themselves?

It's not like it's rocket science to operate a fancy cattle prod. I'd motion to just do away with that feature altogether. Or alternatively, if staff are genuinely afraid of a marine fugitive with a stunbaton, just make it so it requires an MP/Command Staff ID to be activated and to remain in its activated state. Makes more sense than either a non-MP not knowing how to use an on switch without holding onto the contacts or the baton having a security feature to zap someone through the handle; you'd imagine the handle would be insulated already, to prevent accidental operator harm due to a malfunction or something.
ID check on SWITCHING stunprod. If marine managed to take switched on stunprod from an MP, it's an MP problem.
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Re: Stunbaton improvement

Post by Warnipple » 12 Sep 2016, 14:52

-1

This was implemented for a reason. No one but MPs should be using stun batons. It was added in an attempt to 'hopefully' make MPs more robust but not having their stun batons used against them. If this was added then engineers would be able to use the batons against them which is completely the opposite of why the 'shocking' feature was added in the first place.
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Re: Stunbaton improvement

Post by TeknoKot » 12 Sep 2016, 14:57

add back throwbaton and I'll be MP forever.

-1 because MP's have tasers with ID checks already.
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Re: Stunbaton improvement

Post by Biolock » 12 Sep 2016, 21:03

I really don't like that we beefed up MP. If they are unrobust enough to get their stunbaton stripped from them, then they deserve whatever zaps are coming their way.
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Re: Stunbaton improvement

Post by Sarah_U. » 12 Sep 2016, 21:25

Okay so here's my issue. MPs have pepperspray and flash. If you're about to tell me MPs are gonna get buffed even further just because they're unrobust then at least make it realistic or go full out and make pepperspray cause a 5x5 explosion and flash auto-ban people without MP ID at this rate.

What in the end you're mostly achieving is to make it extremely unrealistic, closer to HL2 and generally less flavoured by not allowing for tactics involving the taking of MP's weapons to fight: A) Preds, B) Xenos (Hopelessly) C) MPs who fucked up and D) Hostile ERTs.
A marine OR HOSTILE ERTs should have the option to use a non-lethal method, most likely through the way of their mutiny to ensure that they're not forced to go FULLY HOSTILE even thou marines and other military units get breaching training for such an occasion and aprehending suspects is one of the possible ways to resolve the conflict.

To get back on topic and stop spewing exagerated non-sence: If an engineer actually grab the stunbatton and tries to use it, then strip him of his rank as he mishandled the equipment given to him to harm the crew.
If an MP get his ass kicked and I need to save his equipment, I don't want said equipment to zap me anytime I touch it. I've had times where I was CE and helped MPs despite command being extremely abusive just to find out I had to haul their equipment due to two of them dying and dropping equipment on the ground... Essentially your idea would lower chances for such a thing to occur and an MP to get an additional stunbatton since you'd be zapped and it'd just deplete on the ground for later, being useless...

Stuff like that, I just want it to be more realistic so I'll stop my huge non-sence.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Stunbaton improvement

Post by IAMMagikarp » 12 Sep 2016, 21:50

No more non lethal coups anymore since stun batons are off limits. MPs just need to be played by robust players

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Re: Stunbaton improvement

Post by slc97 » 12 Sep 2016, 23:23

The whole point of this is to stop nonsensical RO line riots like what happened yesterday. We are cracking down on low RP things like rioting over the RO only giving one attachment and making you sign a paper. During incidents like these, MPs will wind up surrounded and disarmed by like 10 marines at a time. No amount of robust will fight off disarms from almost a dozen marines.

-1 Stun batons are for MPs and Mps only.

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Re: Stunbaton improvement

Post by Bmc777 » 12 Sep 2016, 23:30

To clear up some confusion, the idea isn't that a marine who picks up the baton is too dumb to use it properly and gets shocked. The metallic handle is charged and zaps the holder if they do not have an MP ID. Also, there is no real justifiable reason marines should be able to use an MP stunbaton. If a weapon that can stun is needed, marines can still use stunprods. -1

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Re: Stunbaton improvement

Post by KingKire » 13 Sep 2016, 00:03

-1. Some days realism has to take a backseat to gameplay BUT in this case it isnt so cut and dried as gameplay> realism. This is actually a case of sacrificing a small amount of how realistic an item is for the bigger picture of how people should realistically act in game.

Colonial marines has a problem where a majority of the player base does not respect or care about MP's. I do not blame them... The MP's are armed with nonletheal weapons, they are almost always outnumbered, MP's are almost universally hated or at least barely tolerated, and there is almost no consequence for breaking rules that cant be fixed by waiting for a new round.

I think CM has a weird atmosphere, and the marines being marine is where alot of the fun quirkyness of both the aliens movie and SS13 CM server comes out. What i dont think is paticularly fine is when an MP tells you to settle down, and marines just telling the MP to shove off, disarming them in masse and then beating them senseless. These are actions that would get you disbanded at the least, jailed for your life at worst. An MP is not someone you should want to screw around with unless you a particularly rough or charming individual.

It doesnt help that CM has ALOT of new players that roll through its doors, which isnt bad as new players are the lifeblood that fuels CM. Alot of those new players are okay with being normal goofs or baldies, but occasionally you tend to get some real shitlers to put it bluntly, coming on the server and ruining everyones day.

Im fine with anyone who isnt an MP getting shocked if they grab a stun baton. Possibly this effect should only apply when the baton is turned on, but thats such a small nitpick that it wouldnt bother me in the slightest if it wasnt put in. You should not be messing with MP's unless your kicking shit up to 11.
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Re: Stunbaton improvement

Post by Boltersam » 13 Sep 2016, 03:41

slc97 wrote:The whole point of this is to stop nonsensical RO line riots like what happened yesterday. We are cracking down on low RP things like rioting over the RO only giving one attachment and making you sign a paper. During incidents like these, MPs will wind up surrounded and disarmed by like 10 marines at a time. No amount of robust will fight off disarms from almost a dozen marines.

-1 Stun batons are for MPs and Mps only.
You don't need to tell me twice about the riot situation. From personal experience, you don't escape from that many people disarming you without outside help.

-1. MPs are here for a reason, robust or not, they are here to stop stupid shit from happening. They're always outnumbered in serious situations, and even taking down one marine is trouble. They need to be able to take down ten times their number, robust or not, to stop riots.

Stun batons will never be given to anyone who isn't an MP.

Taser bolts that home in on the target are probably not happening.

But further buffs to MPs will happen. They'll be able to handle riots, mutinies, rogue marines, because that's what they were made to take on.

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Re: Stunbaton improvement

Post by Sarah_U. » 13 Sep 2016, 16:10

You're free to deny the topic with such strong disaproval directed at it, backed with arguments and such. I clearly exagerated my facts and strained my points as to try and give a broader point of view, but overall I've actually slightly supported the idea of stunbatton being restrictive.

My only concern though, is if you push it too far. Right now you completly blocked the option from antag events and survivors, but if you go ahead and make it spread to all items that are specialized (SADAR shooting behind, GL exploding in hand, pepperspray ID-locked(How?), etc) then you'll just lower gameplay, flavour and fun, making the game much too serious and unenjoyable for certain players that search your medium RP level of play.

If you REALLY WANT TO STRIVE head my advice and don't grow too restrictive, as I've seen very prosperous servers decline in similar games for such decisions. They're minor but affect the global scale of things, alternative like I offered here are to relatively lower the dangers of such a thing and also to provide with ways to still use MP weapons for events (Thunder dome?), which would be quite enjoyable. Furthermore, if any personal carries insulated gloves to use your stunbatton you're free to ID-lock gloves demote the engineer for abusing his equipment in ways that endanger the crew and take away the item. Especially since you've several other weapons at your disposal to replace this one item you lost.

And really now, if insulated gloves were that widespread used, you'd be facing a GREATLY ORGANISED MOB which would actually prove to be somewhat interesting imo.
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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Re: Stunbaton improvement

Post by EMT_321 » 13 Sep 2016, 17:29

I doubt you'll see any non-lethal mutinies with stunbatons as they currently stand.

That's the price for using code to make unrobust players more robust.

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Re: Stunbaton improvement

Post by Kerek » 23 Oct 2016, 18:30

+1, one of my biggest pet peeves now a'days are mps that run around with their stun batons out. I would tell em over and over to put it away and after they didn't listen to me, I would disrarm em, then smack em with it, dropping it then walking off to teach em. Now I can't do that and its upsetting.
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Re: Stunbaton improvement

Post by Snypehunter007 » 03 Jun 2017, 16:39

Old, lack of continued interest.

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