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SquirtleSquad

Integrate or Explore Taser Multipliers

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All too common when LEO have to deploy a taser to subdue a suspect, I think there should be some sort of multiplier added to individuals based on number of times in a situation they are tased. Currently, tasing only knocks off 1hp, which is balanced and correct with a 10 second "freeze" for the player to allow for some interactive RP, such as cuffing.

During situations, whether a minor crime happened or a large event happened, we end up having tasing someone 3+ times to just control them, as it is a video game, and you are limited to just /me's and /do's. I've encountered this a lot where when someone is tased, I will type out a /me attempts to grab hold of X/ID's arm helping them up and maintaining his grasp while Y/escorting him to the cruiser, just to have the RP missed, not read, or ignored. Realistically, getting tased once or twice is enough to bring someone down, and the pain associated with being tased is enough to not wanting to get continuously tased. Yes, it's NRP to ignore multiple tases, or not RP the effects of the tasing, but outside of someone in VOIP making sounds of someone going through the "electrical chair", it stops from there. Yes, we can make a /report 3/4 or Player Report if enough time is passed, but to provide the proper RP expected from LEO, these types of situations need us to vibe off the RP given. It can be frustrating to have someone just to shake off the effects of a taser like nothing happened.

However, this is a video game, and not real life, so asking people, those with high XP, low XP, New Player tag, etc to try and grasp how being tased should impact your character, I feel exploring the option of a modifier would be useful. So, as stated initially, starting off with a 1x multiplier, you take 1hp damage. 2nd time, you lose like 5HP, 3rd time 20hp, etc etc. Numbers aren't exact, but the point I'm trying to convey is there.

The multiplier would also decrease over time as well, say in 5 minute increments. Decreasing due to the body recovering from receiving 50,000 volt discharge. If you are medically treated through Pillbox, or /stabilize, or get NLR'd, then the multiplier count would reset completely.

Regarding OOC tasing, like getting anim stuck I think this would not be an issue as, delivering someone to Pillbox from LEO/MD would reset the counter, and the first tase would be 1hp. While also being dropped off at Pillbox, you're have Poor Wellness. So that shouldn't affect anything.

I will be anticipating a lot of -1's and such, but please, if you disagree, I would love to hear reasonings as to why. Would love to have a meaningful discussion.

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