Design for stunning and arresting mechanics?

Jun 20, 2019
3
Guns of the Conclave
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This is such a complicated topic now that I'm thinking through ideas. We really need to look at the technology that is available in the new MKR. I'm assuming we still have a capability to just through a walk through a Stargate (for lack of a better word)? We're talking about complete demolecularization and reassembly from point A to point B - sometimes millions of miles (theoretically) across a solar system. Could this technology be mobilized? What if the further from the destination the more power was required to send you there?

Stun Mechanic (conventional):

- In order to stun someone you need a power source. Conventional weapons like tasers require the power source to be attached to the stun prongs or whatever is touching the body of the object being jolted. In the past, FOM assumed a 20th/21st century stun gun mechanic. This limits distance.
o Stun "rounds" do not work under this conventional meta because the power source has to be in the round and in a conventional setting, the only projectiles I know of that can be fired from a gun without doing penetration damage to a target are fired with compressed air (combustion isn't practical). It might be possible to invent a special gun with a single round - similar to how a blow dart would poison someone without killing them.

Stun Mechanic (futuristic):

- Futuristic stun mechanics involve something like a stun rifle that can shoot a beam of energy at a target at range. Now the further the distance, the more energy in the beam is distributed into the air and environment around it, so it loses power with distance. Think Princess Leia being stunned by stormtroopers as they're taking over Tantive IV.
o I like this mechanic except too much distance between gunner and target makes it have potentially too much power.



So are you going to choose conventional or futuristic? Either way, someone with a ton of electricity pumping through their body is going down unless they're on some major mind altering drugs - then you might need to hit them a few times.

Once stunned, the suspect needs to be apprehended / subdued / immobilized. I don't personally like the escort to extraction of a prisoner idea. It feels like it could become complicated and buggy. In order to prevent abuse of the escort / "pokeball" idea, the offender should always have the onscreen option to just click a button and immediately be teleported to jail.


But now that we have stargates, why can't we mobilize that technology?
- Offender gets stunned
- Any Officer subdues the subject (stun cuffs / hand cuffs / whatever - (needs to be an equipped single-use inventory item)
- Any Officer tags the offender once subdued with a type of locator beacon - (again - equipped single-use item)
- Any Officer calls for extraction (a period of time elapses waiting for extraction - maybe 15-20 seconds)
- The tagged offender gets extracted (beamed) to a high security room on the same planet. The officer could choose to extract as well. I'm thinking this happens through some sort of orbital platform (which would be interesting if a faction could attack it and take it offline or change its code to use it themselves on that particular planet). The high security room could be broken into - but would be incredibly difficult. The prisoner would have the option to "stargate" anytime to the penal colony or would be forced to do so after X minutes.



The "pokeball" idea is interesting. I agree - keep it simple. If the orbital platform isn't capable of extraction or doesn't exist on the backwater colony, then some other "escort" / "pokeball" mechanism must be implemented.
 

Winston

Taxpayer

Nov 5, 2017
28
Terran Defense Corps
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Service Points: 0
I really like the idea to get rid of the instant-teleport arrest system from FoM. Having to cuff your suspect and put him into custody adds more social interaction to the game which is really good.

Not a fan of the auto-drag though. I think Day Z had a pretty good handcuffing mechanic where it would deny you to use any items and your speed would be considerably decreased. If the culprit tries to escape again the CPC officer can just stun him again or even use lethal force in last resort.
 
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Chip Lawrie

Lead Game Writer

Staff member
Jun 1, 2017
724
Manhattan
Terran Defense Corps
Rank: Game Master
Service Points: 800813
So there's some stuff I thought I'd address here:

Stun "rounds" do not work under this conventional meta because the power source has to be in the round and in a conventional setting, the only projectiles I know of that can be fired from a gun without doing penetration damage to a target are fired with compressed air (combustion isn't practical). It might be possible to invent a special gun with a single round - similar to how a blow dart would poison someone without killing them.

So conventional ballistic weapons in MR work in a similar way to firearms irl albeit more efficiently - whether we decide to make them variable dual propellant or not depends on some mechanical factors and whether we really want to mess with the amount of ammo variety out there...

Back to stunning rounds. Stunning rounds in the Union are not NMD weapons, they do not deliver an electrical charge or anything like that. In fact, they're closer to the 'rubber' rounds currently launched by 30mm and 40mm GLs than to any modern 'Taser style' weapons even the X12. The fact that they are capable of being fired from conventional weapons is an artefact of improvements in firearms technology between now and 2160 essentially they fire a rubber 'ball' at the target at relatively low velocities. Excessive use can cause minor malfunctions in the firearm as the lower amount of propellant occasionally prevents the breech from fully recocking itself but this is generally dealt with using electronic assistance or long term gas trapping so is less of an issue in well-made firearms.

The capability of using a wider range of rounds is what makes conventional firearms more versatile than energy weapons.

Once stunned, the suspect needs to be apprehended / subdued / immobilized. I don't personally like the escort to extraction of a prisoner idea. It feels like it could become complicated and buggy. In order to prevent abuse of the escort / "pokeball" idea, the offender should always have the onscreen option to just click a button and immediately be teleported to jail.
So the reason the escort mechanic is being proposed is two-fold, mechanics and lore. The lore reasons I address below but the mechanical reasons are as follows:
  • Allow CPC (and Corpsec) to detain/remove a person without necessitating an arrest (CPC) or use of lethal force (Corpsec).
  • Allow arrested criminals a period of time during which their mates can rescue them in order to make up for the greater challenge of escaping Ceres (which is doable just probably requires more subtlety than the old brute force DMC raids)
  • Balance out CPC's powers of arrest and long term detention by increasing the effort required to affect the aforementioned long term detention.
  • To link in with our proposed investigation and trial mechanics.

Now for the lore reasons:
But now that we have stargates, why can't we mobilize that technology?
The quantum gates are fairly large and require a lot of power to operate, not to mention that due to the immense costs involved in building one, not all colonies have QGs. At this time miniaturised quantum gates capable of being carried in a pouch or pocket don't exist. Rumours persist that either FoE or TU black-ops teams have worked out an implanted version that can use the human body's plasmic current to power over short distances but this is purely an urban myth and even if such devices existed they'd be far, far too expensive to use to simply transport criminals.