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- # Shock v Taze Topic response
- rally3
- Lsrcr, 2019
- First Draft
- #
- **Note**: "ideas" stated by people either not old enough to pee standing up/with an IQ lower than my sex count will be ignored.
- Alternatives that don't involve a shock/taze gun will be ignored as well.
- Definitions/Terminology:
- References of the form $X.y will be made, which means "Appendix <X>, number <y>".
- Replies of the form @Q.Xy will be made, which means reply to Q's <X> point #<y>.
- "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.
- Core idea (mastro OP):
- Taze and shock no longer commands, but actual weapons that LEO/crims would have to shoot on targets.
- LEOs forced to taze before cuffing someone.
- Advantages:
- (mastro) A1: Reward players with good aim vs no skill to spam command (Agreed)
- (mastro) A2: Discourage taze/shock overuse (Neutral tending to negative - $A.1)
- (mastro) A3: Roleplay server, try to limit commands and favor player interactions (Strongly agreed)
- (whiskey) A4: Current system shock/taze thru walls is nonsense, players looking easy ways out (Strongly agreed)
- Disadvantages:
- (mastro) D1: Harder to taze/shock someone (neutral - not really a disadvantage as long as other cnr elements present/encouraged)
- (mastro) D2: Misfiring/poor accuracy? (negative - this happens with actual guns as well, and it'd be silly to limit either case)
- (mastro) D3: Easier for cops to ar? (neutral - $D.1)
- (friday) D4: " (...) can switch (...) weapons to reload weapon and taze again" (negative - ar gap time and tazer recharge)
- (luka) D5: " (...) almost no chance of escaping when you leave a shop and cop is waiting (outside) etc" (massive negative - $D.2)
- (nikola) D6: Lag is a factor (negative - regular shooting has the same "disadvantage", regardless of "lagcomp")
- (nikola) D7: Doesn't solve issue of 5 criminals shocking one/two LEO, killing in seconds (agreed - $D.3)
- (sowhat) D8: Ping/FPS posing an advantage for usage of shock/taze gun (negative - these 2 factors already affect other gameplay elements)
- (sowhat) D9: Will encourage cbug to taze/shock faster (negative - the ar gap time and recharge time will account for this)
- Addons/Commentary:
- (mastro) Make tazing/shocking easier as you gain more stats with it (Absolute negative - $E.1)
- (beaten) Remove <insert> reflector (absolute positive - should be removed if gun system is implemented)
- (whiskey) Taze before cuff is mandatory, RP elements and skill encouraged (Agree entirely - was in core idea though?)
- (everyone) Address being killed by 4-shot sawnoff as a problem. (Agree entirely - $E.2)
- Appendix A:
- #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
- unfamiliar with it) and they will resent it (since it took their handicap away, whether they were cops/criminals).
- However, think of the following side effect: what will the current players resort to? Current cops will resort to just sawnoff
- shooting the current criminals/try to directly cuff; Current criminals will resort to either running away from cops or to
- 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
- how to address the balancing b/w shock and taze guns.
- Appendix D:
- #1 -> This is coming from an incorrect thought position imo. Cop ultimate goal is to arrest wanted criminal, agreed.
- However, criminal ultimate goal is uncertain in Lsrcr atm. Kill all cops? Evade cops while robbing stores?
- Robbing the main city bank? Getting a group and doing group robberies? Your question itself is incomplete since
- you're able to (unconsciously) see that there is no civilian gameplay element to parallel cops' arresting.
- In simple terms, *a civilian never "wins"*; a cop "wins" by arresting criminals.
- This will make arresting a suspect *harder* than what it is at the moment, which is a good thing. Also, criminals
- are still standing still as of the current /taze command system, so on those terms it's still the same "immobilization".
- Filters/adjustments on ar gap time, as well as other elements such as tazer recharge time, max number of tazer charges, etc.
- should be put in place to prevent ease of arrest for cops.
- #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
- 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
- there will be unable to arrest you. The gun system lets you escape this obviously cop-favorable situation if and only if
- 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
- one lone cop, the chances for that cop to "win" that encounter (either arrest/take down all criminals) SHOULD BE LOW. Unbalance
- 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
- of succeeding when they shouldn't have had some.
- #3 -> Nikola states this, and I agree. The problem is a fundamental one - criminals shouldn't be seeking out for cops to kill. They
- should be concerned with robbing shops,banks,etc/doing civilian activities/and *escaping* the police. Once you allow the
- criminals to actively seek out law enforcement, then you have the problem Nikola stated above. My suggestion to counter this
- however is to enforce the "no cophunting" rule again - this would mean that the only case this scenario would happen is when
- 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,
- a scenario where the criminals have the advantage over the cops.
- Appendix E:
- #1 -> Whiskey touched on this briefly, and I've been whining about this for ages as well. Players will always ask for more handicaps,
- 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
- activity/gameplay element has been reduced to a kindergarten children's game). Now, that doesn't mean that you reward people
- that do X many times to do it better. These "rewards" are to be seriously thought out, and cannot be of the form of:
- increased accuracy, more ammo rounds, etc. In simple terms, don't give them things that the other players don't have - I mean,
- 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
- equal for all players, you don't necessarily need to be "rewarded" for every little gameplay element that you spend more than
- an hour on.
- #2 -> Everyone (correctly) points out that (4-shot) sawnoff is a problem. The 2 shot bug itself (ability to reload your sawnoff clip
- without needing to reload) is a massive disadvantage to all gameplay elements. Note that you can still duplicate this glitch
- with other weapons, but the effect is not nearly as deadly, partly because of the sawnoff's short range and deadly power.
- Also, another factor coming into play with this again, is how cophunting is a thing. However, I think that the scenario where
- 1+ LEO's have sawnoff shotguns and can just demolish any wanted criminal with ease is absolute nonsense. It's for this reason
- that I think that the REMOVAL of the sawnoff shotgun, along with $D.3 (removal of cophunting rule) are necessary to go along
- with this taze/shock gun update.
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