{"action":"created","issue":{"url":"https://api.github.com/repos/d3athrow/vgstation13/issues/12988","repository_url":"https://api.github.com/repos/d3athrow/vgstation13","labels_url":"https://api.github.com/repos/d3athrow/vgstation13/issues/12988/labels{/name}","comments_url":"https://api.github.com/repos/d3athrow/vgstation13/issues/12988/comments","events_url":"https://api.github.com/repos/d3athrow/vgstation13/issues/12988/events","html_url":"https://github.com/d3athrow/vgstation13/issues/12988","id":197051281,"number":12988,"title":"Range stun removal ","user":{"login":"jakmak3","id":22970318,"avatar_url":"https://avatars.githubusercontent.com/u/22970318?v=3","gravatar_id":"","url":"https://api.github.com/users/jakmak3","html_url":"https://github.com/jakmak3","followers_url":"https://api.github.com/users/jakmak3/followers","following_url":"https://api.github.com/users/jakmak3/following{/other_user}","gists_url":"https://api.github.com/users/jakmak3/gists{/gist_id}","starred_url":"https://api.github.com/users/jakmak3/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jakmak3/subscriptions","organizations_url":"https://api.github.com/users/jakmak3/orgs","repos_url":"https://api.github.com/users/jakmak3/repos","events_url":"https://api.github.com/users/jakmak3/events{/privacy}","received_events_url":"https://api.github.com/users/jakmak3/received_events","type":"User","site_admin":false},"labels":[{"id":150082630,"url":"https://api.github.com/repos/d3athrow/vgstation13/labels/Balance","name":"Balance","color":"CC0099","default":false},{"id":158777425,"url":"https://api.github.com/repos/d3athrow/vgstation13/labels/Discussion","name":"Discussion","color":"f7c6c7","default":false}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":8,"created_at":"2016-12-21T22:43:19Z","updated_at":"2016-12-21T23:33:07Z","closed_at":null,"body":"As we have all seen the games combat revolves around the concept of stun n done. The first ranged stun that you get is your finishing blow. This is a problem that has existed a on all codebases which several have tried to deal with (TG disablers, Bay weak tazers) But i propose a radical solution. Remove all ranged stuns all together.\r\n\r\nOf course this would keep stuns from batons, stun prods, zas, flashes, flashbangs, cult runes, and disarms but it removes all ranged stuns from the game.\r\n\r\nWhat this would include is\r\n\r\nRemoving tazers and replacing the ones sec spawn with/ their lockers with sec glocks\r\n\r\nRemove rubber bullets from sec glocks\r\n\r\nremove sec borg tazer and buff it by giving it increased speed\r\n\r\nremove stun from detective .38 and buff its damage\r\n\r\nremove c20r/other ballistic weapons stun by removing their stun and increasing their damage to balance it out\r\n\r\nremove stun revolver\r\n\r\negun/AEG stun is removed and replaced with a low damage lethal one which instead of doing stun damage does a third of a normal egun energy bolts worth of damage OR remove the non lethal/low lethality mode and give them a larger battery\r\n\r\nOfcourse i am probably forgetting some weapons but this is the general gist of it. All stun weapons would need to be melee range and all ranged options would be lethal only.\r\n\r\nThis would also prompt a need to change how security would handle people now without their easy 1 hit golden bolt.\r\n\r\n I know many people would have their own version of this but this is mine.\r\nout their easy 1 hit golden bolt. I know many people would have their own version of this but this is mine.\r\n\r\nIf someone is to be put under arrest if the security officer can get a stun off on them via any method (baton, flashbang, lucky zas) then the officer can go ahead with the arrest without needing to order them to stand down first provided there is good reason for the arrest in the first place.\r\n\r\nIf the suspect may run then the officer in order to use lethal force MUST order them to stand down in some format they can understand (hailer, yelling at them, yelling over radio, pda ,ect). if they do not comply and resist arrest/run after being told to surrender the officer may use lethal force and alert other officers that the suspect has refused to stand down. Simply any form of a message to halt would suffice for this.\r\n\r\nIf the suspect is armed, dangerous, armed and dangerous, has attacked someone with lethal force or has murdered someone an officer does not need to order them to stand down and can resort directly to lethals provided the criteria is met.\r\n\r\nIf implemented in my vision i could see several different things happening when sec is dealing with suspects.\r\n1. Sec would be more willing to try to use melee \r\n2. Sec might be more inclined to talk things out before unzipping baton/glocking someone\r\n3. Dindus/assistants would either be more jittery or much more afraid to greytide around\r\n4. Sec would be more inclined just to shoot people\r\n\r\n1 wouldn't be that bad and could be fun, 2 and 3 would be pretty good. Assistants more afraid to kill all the stations pets or break all of engineerings windows and 4 i could see being a problem with this strategy\r\n\r\nBut some issues with this is sec would use lethal force on innocents much much more due to them being to afraid to talk things out or just plain old shitcurity so i dont know if it should be handled more hands off or if admins should play a big role in it. Doing it hands off could potentially invite shitcurity and possibly cause us to devolve into hippie but with admin intervention it would mean admins would have much more responsibility in handling things that currently can be handled IC. So i do not know how this should be enforced.\r\n\r\nI know this entire idea sounds retarted and lets be honest it probably is but i feel that this is a potential alternative to dealing with the infamous stun n done of combat. Methods like TG disablers and weak ass bay tazers dont work to improve combat and the fact that easy wins exist like this could be a problem. I invite input and criticism from everyone regarding this idea."},"comment":{"url":"https://api.github.com/repos/d3athrow/vgstation13/issues/comments/268673514","html_url":"https://github.com/d3athrow/vgstation13/issues/12988#issuecomment-268673514","issue_url":"https://api.github.com/repos/d3athrow/vgstation13/issues/12988","id":268673514,"user":{"login":"Shadowmech88","id":3991927,"avatar_url":"https://avatars.githubusercontent.com/u/3991927?v=3","gravatar_id":"","url":"https://api.github.com/users/Shadowmech88","html_url":"https://github.com/Shadowmech88","followers_url":"https://api.github.com/users/Shadowmech88/followers","following_url":"https://api.github.com/users/Shadowmech88/following{/other_user}","gists_url":"https://api.github.com/users/Shadowmech88/gists{/gist_id}","starred_url":"https://api.github.com/users/Shadowmech88/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Shadowmech88/subscriptions","organizations_url":"https://api.github.com/users/Shadowmech88/orgs","repos_url":"https://api.github.com/users/Shadowmech88/repos","events_url":"https://api.github.com/users/Shadowmech88/events{/privacy}","received_events_url":"https://api.github.com/users/Shadowmech88/received_events","type":"User","site_admin":false},"created_at":"2016-12-21T23:33:07Z","updated_at":"2016-12-21T23:33:07Z","body":"First-off, this sounds like a [WYCI].\r\nSecond, even if you *did* code it, I can almost guarantee the opposition to such a major change to such a major facet of the game would be so strong that it'd never get merged.\r\n\r\nI think the only way progress is going to be made reworking our combat system is by small, gradual changes, not tearing the whole thing out and replacing it with something different all at once."}}
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