You're talking SS13 handcuff pull mechanics?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.
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:- 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
A handcuff mechanic would be nice, but i wonder how will you deal with resistance to arrest after handcuffed?- 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)
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.
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.You're talking SS13 handcuff pull mechanics?
It's incredible how bad basically all your ideas are.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.
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 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.
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.)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.