Korinra Posted November 4, 2021 Posted November 4, 2021 Command members and Security start with a handheld flash. As we all know, this is the most worthless tool on the station. These relics were useful in older code, but nowadays they're just a worthless piece of kit. That said, I think they should be removed in favor of something more readily useful. Say hello to the proper Taser. Item: Taser Description: A short range (4 tile) one-shot stunner that has no lethal options, requires ammunition, and can be used to detain someone long enough for proper Security to arrive. As a self-defense weapon for Command, it allows an effective (if used properly) means to keep oneself safe. The taser would be a one-time use ranged tool, and a melee tool in one. Unlike traditional non-lethal options on the station, the taser will not have a lethal option (unless e-magged), and will only be able to fire one time before needing to be reloaded. While more versatile than the stun baton, the taser only holds about half as much charge as the baton, and requires ammo for each fired pin. As a strictly non-lethal option for Security, it is appropriate to be utilized during Code Green. Like other firearms, the taser would be able to holstered in any regular holster (which could allow a cool look for Command to walk around strapped with a taser). A dart can be safely removed (30 seconds, easily done after cuffing) by using the Grab, then the Help intent on the affected limb. The victim can use the "Struggle" verb to remove their own (if not restrained otherwise). Removing a dart in this fashion does not cause a wound, and will not need additional medical. If a taser is reloaded, the victim will still have the dart in them (which will show when someone looks at them in red text: "He has a taser dart and wire coming from his chest!"). Tasers can be recharged at any weapon charger or regular recharger. Taser darts should be near immediate (bullet speed), making them useful for aiming at a target and auto-firing if they flee, but not as useful in a firefight due to the short range. Different Uses:Stun - While within 1 block of someone and in the Help/Grab/Push, the taser will stun the victim, dropping them to the ground for a few moments (a little less than a stun baton).Dart - At a range with any intent, the taser will fire a dart that connects to the victim and stun for a bit longer (the same as a stun baton). Once connected, attempting to fire the taser again will cause the victim to be shocked again, allowing multiple shocks for non-compliant victims. The victim may attempt to run away, but doing so will rip the darts out, causing a bleeding wound which might leave a blood trail. The darts are re-usable, but must be re-packed after each shot and can be stacked up to 3 shots.Pistol Whip - Harm intent within 1 block, bash someone's face with the handle of the taser for slightly more damage than an unarmed strike, and a chance to knock them down briefly.Lethal (Shhh) - When e-magged, the taser will use it's entire battery on a successful shock, enough to put someone into critical. This will however, make a loud, zapping sound that might draw unwanted attention. Purpose: This gives Command a more proper means of self-defense, something that isn't overpowered but is still effective. Meanwhile, it also gives Security an alternative means of handling less chaotic situations. If someone is avoiding being cuffed a taser might be a lot less alarming than a full on energy weapon. "Sir, you're about to be tazed, stop resisting." The taser also has built in accountability, requiring the darts to be removed (which would of course put notes up for witnesses to see). "John Doe is attempting to remove taser darts from Jane Doe's Chest!". For added drama it could even show up in photographs for "evidence" purposes (or for the local tabloid reporter). "You see a photo. John Doe is in the photo, he's holding a Taser. Jane Doe is in the photo, she has taser darts in her chest!". This would allow for scandalous fake news, evidence, and something for the shooter to laugh at later when reveling over the photo of their victim darted on the ground.
Roostercat Posted November 4, 2021 Posted November 4, 2021 The flash is meant to be a last resort self defense to blind someone and run away. It is not meant to actually overpower an attacker. Replacing this with what amounts to an instastun WILL lead to validhunting, on top of it being overpowered to begin with. Instastuns do not contribute to RP and are essentially a win button, thus they are not a good idea. -1
CoffeeToffee Posted November 4, 2021 Posted November 4, 2021 The taser as you wrote it is very overpowered, and removing flashes would also unbalance a lot of species that have it as their weakness, like diona, vaurca, and synths. Maybe a nice easy compromise would be to give command staff pepper spray.
Korinra Posted November 4, 2021 Author Posted November 4, 2021 I appreciate the feedback. While I don't agree with it being overpowered as written, if that's how people view it then I can understand the disinterest. Ultimately there would be a lot of ways to avoid it, for instance I'd add that any kind of armor (vest, hardsuit, etc...) would prevent the darts from sticking, making it effectively a weaker version of the stun baton with less charge. Further, I'd say that the 1-shot and 4-tile range means that bringing it into a gun fight would be a silly choice as you'd be gunned down while trying to get into range. Passive resistance (stepping away from an officer who's trying to cuff you for instance) would have a use for it, aim and declare that resisting further would result in being tazed. Or if someone grabs a fire extinguisher and rushes a Command member they could pop a melee taze on them and run (similar to the flash's intended functionality). A smart attacker would account that a command member has a tazer and would opt for a fast disarm, such as an Energy Crossbow or Paralysis Pen to stun before the Command member could even draw the weapon. It's effectively like a flash (which instant stuns), but grants a few tiles for a single-shot attempt as well. Failing to hit that dart or going up against a target that can't be darted (IPCs, Borgs, armored individuals, etc...) would make it effectively only good at melee, and even then it's no better than a flash would have been anyway. Where a flash exploits some weaknesses, this actually gives Command a reason to ask for Security involvement. If the borgs are being subverted, for instance, it shouldn't be a Command head flashing them down, rather security should be getting involved to protect the crew while the Science team preps to repair the subverted borgs. Ultimately it is more powerful than a flash, sure, but valid hunting with a one-shot 4-tile range weapon just seems like a recipe for getting clapped very quickly by anyone who thinks quickly. It is very much only really strong against regular crew who take things too far. Though, if it's still considered "overpowered", then by all means I understand the -1's. I hope you'll reconsider that, but like I said I appreciate the feedback all the same.
DronzTheWolf Posted November 9, 2021 Posted November 9, 2021 The flash doesn't stun on Auroracode. We've generally been removing instant stuns and stuns in general from combat overall because it's not good for RP or combat enjoyment overall.
Arrow768 Posted November 9, 2021 Posted November 9, 2021 Almost all insta-stun options that are in regular rotation have been removed in the last years as insta-stun wasn't very conductive to our gameplay. Therefore I am voting on dismissal on any implementation that includes a insta-stun that is in standard rotation. (Insta-Stuns have its utility as a antag weapon with a long "recharge" so it is possible to tactically overpower single opponents. But this would be a common weapon)
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