Allow CO/XO to use stunbatons

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SPACEpotato1
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Allow CO/XO to use stunbatons

Post by SPACEpotato1 » 13 Sep 2016, 08:17

Summary (a quick, 2-3 sentence summary): Simply allow the CO, or XO to use a stunbaton, or, at the VERY VERY VERY least, decrease the stun time from picking it up to 3 seconds.

Benefits (How this will benefit the server and game as a whole):

It makes sense for a CO to be able to pick up a stunbaton in self defence, I had a situation (low pop) where a survivor chef went a bit freaky on the Sulaco, and we ended up just tossing him out an airlock since it was easier than a slow-taser. Which also doesn't make much sense, that you can pick up a taser, but not a stunbaton? Anyway, it's just a minor QoL improvement and I can't see it having any BAD effects on the server, plus the CO can defend himself in emergencies.

Details (Description of how you think this would work, the benefits, etc):
Pretty simple, I suppose

Implementation (Optional, if you have an idea how to implement it):

Probably one of the easiest things to code, just allow a CO's ID to operate it as well.
Graham Maclagan [Charlie (Spc)] says, "THERE'S A DRONE AND A TON OF INFECTED LEFT."
Graham Maclagan [Charlie (Spc)] says, "IT AIN'T OGRE"
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Charlie Harding [Charlie (CL)] says, "It's never ogre."

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slc97
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Re: Allow CO/XO to use stunbatons

Post by slc97 » 13 Sep 2016, 08:43

I could get behind this one. I've seen low pop rounds with no MPs where command staff have to arrest so it makes sense they could use stun batons.
+1

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Sarah_U.
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Re: Allow CO/XO to use stunbatons

Post by Sarah_U. » 13 Sep 2016, 10:21

+1 for all command, including CL.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Snypehunter007
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Re: Allow CO/XO to use stunbatons

Post by Snypehunter007 » 09 May 2017, 16:11

Old. No support.

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