Design for stunning and arresting mechanics?

Ferin

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I've some suggestions but wondering what has been agreed on so far?
 

BioXide

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We really haven't dived into that yet, just kinda talked a bit about it, but here's what we have so far (Would love to hear community input regarding the mechanics):

- Consciousness and Stamina are tied together, stun weapons now drain stamina and once there's no more stamina to drain, it will drain your consciousness
- Arresting players won't be instant, you'll either have to escort them to x location or something else (we're not a fan of automatic arresting, there should be something else after you've handcuffed the criminal)

That's kinda what we've talked so far, I would love to hear what the community has to add to the mechanics, nothing is set in stone, so it's good to get everyone to pool in ideas to figure out what would be the best approach to this.
 

Cadonez

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We really haven't dived into that yet, just kinda talked a bit about it, but here's what we have so far (Would love to hear community input regarding the mechanics):

- Consciousness and Stamina are tied together, stun weapons now drain stamina and once there's no more stamina to drain, it will drain your consciousness
- Arresting players won't be instant, you'll either have to escort them to x location or something else (we're not a fan of automatic arresting, there should be something else after you've handcuffed the criminal)

That's kinda what we've talked so far, I would love to hear what the community has to add to the mechanics, nothing is set in stone, so it's good to get everyone to pool in ideas to figure out what would be the best approach to this.
You're talking SS13 handcuff pull mechanics?
 
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Spark

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- Consciousness and Stamina are tied together, stun weapons now drain stamina and once there's no more stamina to drain, it will drain your consciousness
I would say tying them together is the worst idea I ever heard but the info we have so far is too scarce. I think we would need to know a couple of things for a proper discussion:
- What is the default stam regen?
-Does movement type or stance change the regeneration? i.e. if i crouch do i get more stamina?
-What is the stam/consc damage from the stun guns?
-What is the increase in regeneration from the stamina drugs and or other boosters?

Without that info i can't tell you if a CPC officer can stun the bad guy before he is shot dead in a 1v1 situation. If the stamina regen is too high stuns would be hardly effective and thus not used as intended.

- Arresting players won't be instant, you'll either have to escort them to x location or something else (we're not a fan of automatic arresting, there should be something else after you've handcuffed the criminal)
A handcuff mechanic would be nice, but i wonder how will you deal with resistance to arrest after handcuffed?
If the player is free to move after handcuffed he won't ever cooperate to the arrest location.
You could tie up the movement to the player who places the handcuffs with an escort animation that would also render the officer unable to shoot. Then he could be escorted to a nearby car or arrest station.
 

NoahKirchner

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I definitely like the idea of handcuffing requiring the officer to drag the person around and situate them somewhere, and maybe have a breakout timer like SS13.
 

BioXide

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I would say tying them together is the worst idea I ever heard but the info we have so far is too scarce. I think we would need to know a couple of things for a proper discussion:
- What is the default stam regen? 2.5%
-Does movement type or stance change the regeneration? i.e. if i crouch do i get more stamina? Not yet
-What is the stam/consc damage from the stun guns? We don't have stam/cons damage implemented atm
-What is the increase in regeneration from the stamina drugs and or other boosters? So far you can get around 1% or so from boosters

Without that info i can't tell you if a CPC officer can stun the bad guy before he is shot dead in a 1v1 situation. If the stamina regen is too high stuns would be hardly effective and thus not used as intended.

Like I mentioned before, we haven't jumped into these mechanics yet, so feel free to voice your ideas and once we do implement, we can iterate through and balance out the numbers.

A handcuff mechanic would be nice, but i wonder how will you deal with resistance to arrest after handcuffed?
If the player is free to move after handcuffed he won't ever cooperate to the arrest location.
You could tie up the movement to the player who places the handcuffs with an escort animation that would also render the officer unable to shoot. Then he could be escorted to a nearby car or arrest station.

The player shouldn't be able to move after getting handcuffed, I believe the mechanics could be similar to Ark/Conan where you can capture players/NPCs and drag them around, obviously you're not gonna tie them with a rope, but once handcuffed, you'll auto-follow the person who arrested you, if he gets too far from you, you'll be able to break free and run, then maybe have a mechanic to break away from the handcuffs by yourself or have someone else remove them, again, this is just brainstorming and not set in stone.
You're talking SS13 handcuff pull mechanics?
Something similar, you shouldn't be able to just stun someone and arrest them. I believe after arresting the person you'll have to drag him to a specific area in order to finalize the arrest, arrests of course will yield more rewards due to the increased difficulty.
 

PhoenixMask

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When I told Oblivious to copy some SS13 mechanics he didn't listen to me :(
 

David Ord

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An idea is once someone is stunned, a CPC Officer stands beside them and holds an arrest key (E) and instead of them being instantly transported away, hand cuffs appear on the wrists and the person is locked in position until a second key is pressed (T) which then the criminal automatically follows the CPC officer on foot to a prison transport control area on the colony (as mentioned before)

Also after the arrest lock, the officer can use the time to ask questions and release the person from custody if its warranted.

Hacking tools can allow others to try break the person out of handcuffs and allow escape. But they should highly priced/very difficult to produce.
 
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CheSquattII

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I think it should work just like FoM but a little faster. No lie, all these fucking ideas are just going to lead to me disconnecting my ethernet the second i get stunned.

An idea is once someone is stunned, a CPC Officer stands beside them and holds an arrest key (E) and instead of them being instantly transported away, hand cuffs appear on the wrists and the person is locked in position until a second key is pressed (T) which then the criminal automatically follows the CPC officer on foot to a prison transport control area on the colony (as mentioned before)

Also after the arrest lock, the officer can use the time to ask questions and release the person from custody if its warranted.

Hacking tools can allow others to try break the person out of handcuffs and allow escape. But they should highly priced/very difficult to produce.
It's incredible how bad basically all your ideas are.
 

David Ord

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I think it should work just like FoM but a little faster. No lie, all these fucking ideas are just going to lead to me disconnecting my ethernet the second i get stunned.
If your going to disconnect on purpose then it's a win for the CPC regardless. still got your name, PP and CPC will get you eventually.

I'm unsure if a person is stunned and is under arrest lockdown, if they did log off and log back in, will they be in the same lockdown position?
 
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David Ord

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I think it should work just like FoM but a little faster.

It's incredible how bad basically all your ideas are.

The idea behind this thread was to come up with an arrest mechanic that wasn't just like FOM.
 
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Spark

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I think you should add some health damage to stun weapons in order to avoid permastunning abuse.
 

BioXide

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I think you should add some health damage to stun weapons in order to avoid permastunning abuse.
good idea, we won't have stun weapons tho, you'll be able to equip stun ammo, maybe stun ammo should decrease health damage by % and add stamina/consciousness damage
 

Shakespears

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good idea, we won't have stun weapons tho, you'll be able to equip stun ammo, maybe stun ammo should decrease health damage by % and add stamina/consciousness damage
Easier stun ganking yay yay.

It'll help avoid stun locking too long.
 

Safwan

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I think arresting mechanic should still be automatic. However, we can divide the arresting procedure into 2 process. Once the person is stunned (that in itself will take time with stun guns), 5 seconds channel to handcuff the individual and then another 5 second channel to arrest them. Both channeling, the handcuffing and arresting would require key press, for example 'E'. So that it can be divided into 2 actions required.

that means CPC can handcuff individuals but don't necessarily have to arrest them, according to the situation.
 

Shakespears

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Anything instantly teleporting people out on arresting just doesn't fit much lore wise. Having to take them to various locations for pick up would make sense lore wise.

This adds another chance to break people out of custody as well as avoiding ninja arrests. I think it could prove fruitful having to drag cuffed people around just for the sense of social interaction as well. Corrupt cops could be bribed or even commit "police brutality".

The main balancing factor is deciding what happens on death while in cuffs. If you're freed, allies may just kill you but if you go to jail, it honestly promotes CPC to stun gank. I would say not go to jail but killing someone in cuffs gives you a huge penalty, like 50 times the penalty of killing a regular person in order to persuade people from doing such.
 

Hari Seldon

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Possibly have handcuffed people have their movement related to the number of CPC near them, if its a 1:1 ratio then they can only be held in place if its is 2:1 they follow arresting CPC if its 3:1 they can be made to sprint ect.

The obvious place to take them would be a in map security station/prison or the shuttle area
 
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RadishGamma

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I think arresting mechanic should still be automatic. However, we can divide the arresting procedure into 2 process. Once the person is stunned (that in itself will take time with stun guns), 5 seconds channel to handcuff the individual and then another 5 second channel to arrest them. Both channeling, the handcuffing and arresting would require key press, for example 'E'. So that it can be divided into 2 actions required.

that means CPC can handcuff individuals but don't necessarily have to arrest them, according to the situation.
Call me nuts but I think the ability to cuff should be derived from an inventory item with that function only being available if an officer has an item on them (handcuffs, quickcuffs etc) some being of better quality than others with some items being one use (quickcuffs) and others wearing down as time goes on (handcuffs - my cuffs last me about two years IRL before they start properly falling to pieces.)
 
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Tod Maddux

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I think once the person is stunned and in handcuffs, you then have to write a probable cause affidavit and call the TU district attorney, let them know what you have and ask for permission to arrest the subject. You will then bring your written affidavit back to the CPC headquarters and write your offense report. The report will be approved up the chain of command and gone over for spelling and grammar errors. Once this is complete you will then have to transport the prisoner from the CPC HQ to the TU prison. Once this is done you will have to report for court in 2-3 irl months to attend the trial and provide your testimony.