ChevyChevron Posted August 13, 2021 Posted August 13, 2021 As it stands, in certain scenarios being in cuffs can be round ending for antagonists. This is especially true if security personnel are nearby, as attempting to escape from cuffs gives a bright red message in chat and causes every nearby person to focus on moving the cuffed prisoner to prevent their escape. I propose making it so that escaping from cuffs only gives the red text to people who are near the prisoner, as well as putting red text in their description, IE: "John Tator is attempting to escape from his handcuffs!" This would give antagonists more room to escape when they're caught as well as give security the ability to notice when someone is escaping; after all, it makes little sense that you can only tell someone is trying to escape if you happen to be nearby when they start. Limiting the escape text to people within one or two tiles and allowing people who actively examine the prisoner to see they're trying to escape would be beneficial in my opinion. Ideally, this wouldn't apply to someone trying to break their handcuffs except for the examine text. Trying to break handcuffs is far from subtle and should remain louder in comparison to trying to quietly work your way out of them.
Carver Posted August 13, 2021 Posted August 13, 2021 2 hours ago, ChevyChevron said: as well as putting red text in their description, IE: "John Tator is attempting to escape from his handcuffs!" Just for this alone I support this suggestion. It's annoying to walk off-screen for five seconds, they start to resist and you really have no idea about it even if you're watching them like a hawk upon your return. Rewarding good perception is a fantastic thing.
SinfulBehaviors Posted August 26, 2021 Posted August 26, 2021 Theres no reason why while booking someone, I should know they're trying to escape. I'm in the other room, on a terminal. It kind of ruins any potential surprise escape and can turn a difficult to get through situation into an impossible one if the sec in question is anywhere on your screen. +1
Zelmana Posted August 26, 2021 Posted August 26, 2021 A notice range of 1-2 tiles would be fine, and otherwise noticeable if you examine the player. This would require processing sec to stand very close to get a message, or otherwise be vigilant in actually doing something (i.e. right click examine) to notice if something is up. Quite literally every single escape from cuffs attempt is almost always avoided by constant rebuckling or shameless dragging of the inmate in a circle forever. (If you do the circle thing, I hope your milk spoils)
Shadow7889 Posted August 29, 2021 Posted August 29, 2021 +1 Too many antags have been cut short with daring and fun escapes by this mechanic. Agree with the 1-2 tile range or examine.
NerdyVampire Posted December 2, 2021 Posted December 2, 2021 +1 as well. I can only see this as adding positively to the round.
Captain Gecko Posted December 4, 2021 Posted December 4, 2021 +1 Would be good if Unathi players could get the choice to use or not their lizard strength to break out of the cuffs fast or not. Roaring like a steroid-infused oversized iguana as you break through your binds is fun, but it's also not very discreet.
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