Advertisement
Guest User

First Draft - Taze vs Shock

a guest
May 20th, 2019
144
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.45 KB | None | 0 0
  1. # Shock v Taze Topic response
  2. rally3
  3. Lsrcr, 2019
  4. First Draft
  5. #
  6.  
  7. **Note**: "ideas" stated by people either not old enough to pee standing up/with an IQ lower than my sex count will be ignored.
  8. Alternatives that don't involve a shock/taze gun will be ignored as well.
  9.  
  10. Definitions/Terminology:
  11. References of the form $X.y will be made, which means "Appendix <X>, number <y>".
  12. Replies of the form @Q.Xy will be made, which means reply to Q's <X> point #<y>.
  13. "ar gap time" refers to the time window that starts when a cop tazes a suspect and ends when the cop is no longer able to /ar them.
  14.  
  15. Core idea (mastro OP):
  16. Taze and shock no longer commands, but actual weapons that LEO/crims would have to shoot on targets.
  17. LEOs forced to taze before cuffing someone.
  18.  
  19. Advantages:
  20. (mastro) A1: Reward players with good aim vs no skill to spam command (Agreed)
  21. (mastro) A2: Discourage taze/shock overuse (Neutral tending to negative - $A.1)
  22. (mastro) A3: Roleplay server, try to limit commands and favor player interactions (Strongly agreed)
  23. (whiskey) A4: Current system shock/taze thru walls is nonsense, players looking easy ways out (Strongly agreed)
  24.  
  25. Disadvantages:
  26. (mastro) D1: Harder to taze/shock someone (neutral - not really a disadvantage as long as other cnr elements present/encouraged)
  27. (mastro) D2: Misfiring/poor accuracy? (negative - this happens with actual guns as well, and it'd be silly to limit either case)
  28. (mastro) D3: Easier for cops to ar? (neutral - $D.1)
  29. (friday) D4: " (...) can switch (...) weapons to reload weapon and taze again" (negative - ar gap time and tazer recharge)
  30. (luka) D5: " (...) almost no chance of escaping when you leave a shop and cop is waiting (outside) etc" (massive negative - $D.2)
  31. (nikola) D6: Lag is a factor (negative - regular shooting has the same "disadvantage", regardless of "lagcomp")
  32. (nikola) D7: Doesn't solve issue of 5 criminals shocking one/two LEO, killing in seconds (agreed - $D.3)
  33. (sowhat) D8: Ping/FPS posing an advantage for usage of shock/taze gun (negative - these 2 factors already affect other gameplay elements)
  34. (sowhat) D9: Will encourage cbug to taze/shock faster (negative - the ar gap time and recharge time will account for this)
  35.  
  36. Addons/Commentary:
  37. (mastro) Make tazing/shocking easier as you gain more stats with it (Absolute negative - $E.1)
  38. (beaten) Remove <insert> reflector (absolute positive - should be removed if gun system is implemented)
  39. (whiskey) Taze before cuff is mandatory, RP elements and skill encouraged (Agree entirely - was in core idea though?)
  40. (everyone) Address being killed by 4-shot sawnoff as a problem. (Agree entirely - $E.2)
  41.  
  42. Appendix A:
  43. #1 -> Disagree with this mostly. Sure, people will avoid using taze/shock gun system at first because of 2 things: it's new (they're
  44. unfamiliar with it) and they will resent it (since it took their handicap away, whether they were cops/criminals).
  45. However, think of the following side effect: what will the current players resort to? Current cops will resort to just sawnoff
  46. shooting the current criminals/try to directly cuff; Current criminals will resort to either running away from cops or to
  47. directly confront them. In 2 out of these 4, we're encouraging even more of a DM gameplay than we currently are. See $D.3 for
  48. how to address the balancing b/w shock and taze guns.
  49.  
  50.  
  51. Appendix D:
  52. #1 -> This is coming from an incorrect thought position imo. Cop ultimate goal is to arrest wanted criminal, agreed.
  53. However, criminal ultimate goal is uncertain in Lsrcr atm. Kill all cops? Evade cops while robbing stores?
  54. Robbing the main city bank? Getting a group and doing group robberies? Your question itself is incomplete since
  55. you're able to (unconsciously) see that there is no civilian gameplay element to parallel cops' arresting.
  56. In simple terms, *a civilian never "wins"*; a cop "wins" by arresting criminals.
  57. This will make arresting a suspect *harder* than what it is at the moment, which is a good thing. Also, criminals
  58. are still standing still as of the current /taze command system, so on those terms it's still the same "immobilization".
  59.  
  60. Filters/adjustments on ar gap time, as well as other elements such as tazer recharge time, max number of tazer charges, etc.
  61. should be put in place to prevent ease of arrest for cops.
  62. #2 -> Luka states "there is almost no chance of escaping if you rob a shop and a cop is waiting (outside), etc" as if it were a
  63. negative. This is *meant to be the case*. You don't get to just run to any good old store and pretend like the cop(s) out
  64. there will be unable to arrest you. The gun system lets you escape this obviously cop-favorable situation if and only if
  65. the cop's aim is mediocre/you manage to /bc before they /ar. This is a GOOD thing. Similarly, if there are 5 criminals, and
  66. one lone cop, the chances for that cop to "win" that encounter (either arrest/take down all criminals) SHOULD BE LOW. Unbalance
  67. is a two way street, you can either give someone no chances of succeeding when they should've had some, or you give them chances
  68. of succeeding when they shouldn't have had some.
  69. #3 -> Nikola states this, and I agree. The problem is a fundamental one - criminals shouldn't be seeking out for cops to kill. They
  70. should be concerned with robbing shops,banks,etc/doing civilian activities/and *escaping* the police. Once you allow the
  71. criminals to actively seek out law enforcement, then you have the problem Nikola stated above. My suggestion to counter this
  72. however is to enforce the "no cophunting" rule again - this would mean that the only case this scenario would happen is when
  73. a cop(s) wants to face a large group of criminals, at which point they know what they are walking into and should be, as in $D.2,
  74. a scenario where the criminals have the advantage over the cops.
  75.  
  76. Appendix E:
  77. #1 -> Whiskey touched on this briefly, and I've been whining about this for ages as well. Players will always ask for more handicaps,
  78. and will always say they're discontent with stuff as long as they don't feel they are good enough at it (in other terms, the
  79. activity/gameplay element has been reduced to a kindergarten children's game). Now, that doesn't mean that you reward people
  80. that do X many times to do it better. These "rewards" are to be seriously thought out, and cannot be of the form of:
  81. increased accuracy, more ammo rounds, etc. In simple terms, don't give them things that the other players don't have - I mean,
  82. they're the ones that did the activity for so long, you'd think they didn't need those handicaps! Let the playing field be
  83. equal for all players, you don't necessarily need to be "rewarded" for every little gameplay element that you spend more than
  84. an hour on.
  85.  
  86. #2 -> Everyone (correctly) points out that (4-shot) sawnoff is a problem. The 2 shot bug itself (ability to reload your sawnoff clip
  87. without needing to reload) is a massive disadvantage to all gameplay elements. Note that you can still duplicate this glitch
  88. with other weapons, but the effect is not nearly as deadly, partly because of the sawnoff's short range and deadly power.
  89. Also, another factor coming into play with this again, is how cophunting is a thing. However, I think that the scenario where
  90. 1+ LEO's have sawnoff shotguns and can just demolish any wanted criminal with ease is absolute nonsense. It's for this reason
  91. that I think that the REMOVAL of the sawnoff shotgun, along with $D.3 (removal of cophunting rule) are necessary to go along
  92. with this taze/shock gun update.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement