Non-lethal Takedowns

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MedicInDisquise
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Non-lethal Takedowns

Post by MedicInDisquise » 28 Apr 2016, 05:29

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.
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lucashunter608
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Re: Non-lethal Takedowns

Post by lucashunter608 » 28 Apr 2016, 05:33

1+ good idea, this would work well with xeno handcuffs

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Re: Non-lethal Takedowns

Post by Boltersam » 28 Apr 2016, 05:36

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!

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Re: Non-lethal Takedowns

Post by TeknoKot » 28 Apr 2016, 05:36

Give SL a tranquilizer pistol, xeno handcuffs and an eye patch.


HE HAS NO THRILLS
HE HAS NO KILLS.
SNAKE EAAAATEEEEER.
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MedicInDisquise
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Re: Non-lethal Takedowns

Post by MedicInDisquise » 28 Apr 2016, 05:42

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!
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?
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lucashunter608
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Re: Non-lethal Takedowns

Post by lucashunter608 » 28 Apr 2016, 06:17

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?
maybe it should be called another name instead of xeno handcuffs? strange handcuffs?

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MedicInDisquise
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Re: Non-lethal Takedowns

Post by MedicInDisquise » 28 Apr 2016, 06:20

Or perhaps a mix of the two. Marines are prepared for anything, up to and including handcuffing humans and strange alien beings.
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coroneljones
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Re: Non-lethal Takedowns

Post by coroneljones » 28 Apr 2016, 06:44

TeknoKot wrote:Give SL a tranquilizer pistol, xeno handcuffs and an eye patch.


HE HAS NO THRILLS
HE HAS NO KILLS.
SNAKE EAAAATEEEEER.
Yes

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.'
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Re: Non-lethal Takedowns

Post by freemysoul » 28 Apr 2016, 07:13

lucashunter608 wrote: maybe it should be called another name instead of xeno handcuffs? strange handcuffs?
Awesome Happy Funtime Cuffs?

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Minijar
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Re: Non-lethal Takedowns

Post by Minijar » 28 Apr 2016, 07:26

We could make it so you can't wound tranqulized aliens
Otherwise just a net cannon or tranqulizer rounds for the specialist sniper.

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Re: Non-lethal Takedowns

Post by Edgelord » 28 Apr 2016, 09:23

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.
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Re: Non-lethal Takedowns

Post by Tristan63 » 28 Apr 2016, 11:48

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.
Just have an fuckton of marines swarm the xeno, grab a crate and a welder, boom.
For rouge marines just swarm them and cablecuff them

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