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Handcuff escape re-work sortof


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Hey guys, Dekser here with another wacky idea. So I've been working on handcuffs the past 4 hours without any prior authorization from balancers and with minimal contact with lore developers. Here's the idea:

Species that can break handcuffs in ten seconds must now be on harm intent to do so, otherwise they will just slip them like everyone else.

Industrial IPC's (excluding xion) can break handcuffs in 10 seconds, so can Unathi and Vaurca Bulwark.

Industrial IPC's: Will take 10 brute damage to each hand, immediately overheat and eat 25% of their battery charge to balance out the OPness of handcuff breaks.

non-industrial IPC's(including xion): Will overheat upon slipping from them in 2 minutes, take 10 brute damage to both hands.

Unathi: Will have a 20% chance of dislocating one of their hands, 40% chance of taking 10 brute to both, 40% chance of taking brute to an individual hand and another 20% chance of breaking the cuffs without effort and gaining some stamina back. Higher risk, higher reward.

Bulwark: Will take ALL of their stamina to cuffbreak, will take 5 brute damage to their hands and suffer no bone dislocation because exoskeleton and big arm

Dionae: Will take 10 brute to both hands and have a 1% chance of one of their Nymphs splitting from the Gestalt. Takes the usual 2 minutes.

Humans, Tajara, Skrell will ALWAYS dislocate one of their hands to handcuff break, the timer will remain at 2 minutes. This is both for realism and to counter handcuff slip spamming. This is to simulate dislocating a finger for handcuff breaking, considering we don't have finger targetting I went with the hand.

 

I've only worked on a few of these so far, looking for suggestion and/or entirely being shut down by Matt and Alb.

EDIT LOG
1: I have been informed that you can already dislocate a limb to quick escape cuffs, never in my year of playing Aurora have I seen that. Wow. Okay. Removes these for now.

Quote

non-industrial IPC's(including xion): Will overheat upon slipping from them in 2 minutes, take 10 brute damage to both hands.

Dionae: Will take 10 brute to both hands and have a 1% chance of one of their Nymphs splitting from the Gestalt. Takes the usual 2 minutes.

Humans, Tajara, Skrell will ALWAYS dislocate one of their hands to handcuff break, the timer will remain at 2 minutes. This is both for realism and to counter handcuff slip spamming. This is to simulate dislocating a finger for handcuff breaking, considering we don't have finger targetting I went with the hand.

2: Unathi odds have been changed for cuffbreak, while likely to take ten brute to one hand or the other, they have a low chance of taking brute to both hands, a low chance of dislocating a limb (close to 20%) and another low chance of breaking the handcuffs without effort, sort of like rolling a nat20, gaining 50 of their 100 lost stamina back.

Edited by DekserBecauseILostMyAccoun
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17 minutes ago, MattAtlas said:

Pretty sure you can't self dislocate limbs to escape cuffs.

You can actually. If you use harm intent then you will escape the cuffs in 1 min or slightly less but dislocate an arm (or hand, can't quite remember but it was one of the two) in the process, compared to the 2 min escape time where you won't dislocate anything. The dislocating won't apply when breaking cuffs though.

Edited by TheGreyWolf
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Did unathi lose their quick break?

Im not sure on dislocation or losing stamina. Seconds matter during an escape and making the drawback so debilitating right off makes it seem like a noob trap because you cant feasible use tools or whatever to escape. It already requires being isolated from security for a prolonged length of time during processing - where they should be spending all their time babysitting you regardless.

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8 hours ago, OffRoad99 said:

I don't understand, from a logical perspective, why an IPC would overheat and lose energy. I'd honestly increase the brute damage on both hands to a 15-20 to compensate, however.

I assume the IPC is overclocking itself or something similar in order to generate enough physical force to break the handcuffs. It is burning more energy than usual for an immediate boost of raw power.

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10 hours ago, Marlon P. said:

Did unathi lose their quick break?

Im not sure on dislocation or losing stamina. Seconds matter during an escape and making the drawback so debilitating right off makes it seem like a noob trap because you cant feasible use tools or whatever to escape. It already requires being isolated from security for a prolonged length of time during processing - where they should be spending all their time babysitting you regardless.

Unathi have always lost 100 of their 120 stamina to break handcuffs, I like to think that is a fair trade considering breaking handcuffs in  ten seconds is likely very difficult. But I understand your point, it gives me an idea. I am going to alter handcuff break a bit so that you need to be on harm intent to break, otherwise on help intent you just slip in 2 minutes like everyone else.

 

12 hours ago, OffRoad99 said:

I don't understand, from a logical perspective, why an IPC would overheat and lose energy. I'd honestly increase the brute damage on both hands to a 15-20 to compensate, however.

As @TrainTN said. And the part about industrial IPC's is also loredev approved.

 

I am approaching being finished on the PR, I've been gradually working on it for little bits of time, though there isn't all that much positive feedback, the PR also fixes and polishes cuffbreaking and legcuff breaking. I am going to push it but not open it to reviews, only for further discussion. unless a balancer closes this but i hope not.

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11 hours ago, DekserBecauseILostMyAccoun said:

Unathi have always lost 100 of their 120 stamina to break handcuffs, I like to think that is a fair trade considering breaking handcuffs in  ten seconds is likely very difficult. But I understand your point, it gives me an idea. I am going to alter handcuff break a bit so that you need to be on harm intent to break, otherwise on help intent you just slip in 2 minutes like everyone else.

I totally forgot about the stamina drain when writing that. Embarrassing!

The only thing I'm leery about are debilitating injuries that make it difficult to perform the actual escape, which only just begins when you're free of cuffs. Other than that im critically in favor of the suggestion, and it eill be interesting to watch the results.

Edited by Marlon P.
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