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Full Version: Forcing items upon unconscious players
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Explain your suggestion, in detail:
This suggestion is to add the ability to use an item on another player as long as they are unconscious. 

Example: you knocked your hostage unconscious but they're bound to wake up any second now. You want them out for longer? Pump some nitrazepam into them and they'll be asleep for as long as you like it (as long as you keep pumping the nitrazepam into them).

Example 2: your friend is injured and on the ground waiting for a paramedic, and the police are useless and won't respond. You can now use your own health kits on them as they're injured on the ground until help can arrive!

Example 3: You can now pass your ammo to your friend and have it add to their ammo count automatically! If you're in a firefight and your friend is about to run out of ammo, you can now run over to him, use your own ammo in your inventory with the new "Use other" button and make them use your ammo! (This would be allowed to be done if the target is conscious since it's harmless).


Explain why the suggestion should be implemented:
I think it'd be a nice new addition to the RP server, allowing players to use items on their friends or foes. If you wanna kill an unconscious person less obviously, you can force them to eat Breen's lost shoe! Maybe not the shoe, but poisonous plants? I definitely think it would free up some more diverse RP and it would just be a generally useful thing to have at your disposal! There should obviously be item blacklists that you can force on people like guns etc. so you don't run up to someone and make them equip a weapon to get them arrested, but perhaps limit it to pharmaceutical items and items that can kill people whilst they're unconscious? Just a thought.

Let me know what you guys think in the poll and in the comments.
+support for examples 2 and 3. Example 1 seems like something that could be misused by basically anyone as long as they find an unconscious person to add the extra timer on.
+support for examples 2 and 3. I can see example 1 being abused just like the internal door locking feature that used to be on vehicles, where you'd just keep someone in that state until they disconnect.
(Apr 22, 2018, 09:48 AM)_Cole Wrote: [ -> ]+support for examples 2 and 3. I can see example 1 being abused just like the internal door locking feature that used to be on vehicles, where you'd just keep someone in that state until they disconnect.

But you would run out of the stuff eventually and if we only made the timer short, like it adds an extra 10 seconds on per shot, itd take 6 to keep them out for a minute longer which isn't that bad
I can still see it being severely abused.
+Support for all.

With some items (like in example 1) there obviously needs to be limits on how many times they can be used within x amount of time to prevent abuse.
(Apr 22, 2018, 11:21 AM)_Cole Wrote: [ -> ]I can still see it being severely abused.

How about what Cameron said? If there's a limit on the amount they can be used within x amount of time?
+support for all 3

Maybe the first one can be capped at a certain time to avoid keeping someone down for ages.

Like you can only use 3 nitrazepam on someone.
+Support to 3

1 can be abused

2 I don’t want to see until FA:S Medkits are added.
+Support

Maybe it could be made so you have a chance of killing the player if you use too many nitrazepam or health kits. This would be one way to prevent abuse.
(Apr 22, 2018, 05:36 PM)Gungranny Wrote: [ -> ]1 can be abused

Add a maximum to the amount that can be used on a person at a time, OR too many would kill the player, which is the opposite that the player administering the nitrazepam would want, OR only add a small addition in time per nitrazepam so for it to make a useful difference, a player would need to administer a lot of nitrazepam (could also raise the price of nitrazepam due to this new purpose).
(Apr 22, 2018, 09:23 PM)Kvatch Wrote: [ -> ]
(Apr 22, 2018, 05:36 PM)Gungranny Wrote: [ -> ]1 can be abused

Add a maximum to the amount that can be used on a person at a time, OR too many would kill the player, which is the opposite that the player administering the nitrazepam would want,

Would become easily used for ODing others

OR only add a small addition in time per nitrazepam so for it to make a useful difference, a player would need to administer a lot of nitrazepam (could also raise the price of nitrazepam due to this new purpose).

Nitrazepam has a fixed market price. Wouldn’t need changing.
It’s just opening more chances to abuse tools in our GM that we don’t have to risk.
+Support

For the first one. I like the idea of it. Just add a chance of death by overdose and it will be fine.

For the second one. Seems reasonable. Dont see why it shouldnt be in the server

Third one. I think the idea of being able to pass ammo to your friend could alter gunfights. Instead of you using the "Give" option and making them go into their inventory when they are in a shootout could make it more fair.
I think all 3 could provide some interesting use in RP situations

It may be abused, but the likelihood of that happening are very slim, and said RP actions would require a reason. Not sure what the real difference between simply being tied, gagged and blindfolded vs being knocked out repeatedly is. 

Being able to administer health packs to unconscious people (waiting for EMS for example), perhaps allowing adrenaline to be pumped into unconscious people (revival system of sorts), being able to administer illegal drugs/alcohol (I.E rob someone, force them to take narcotics so police don't believe them) etc..

Perhaps a little popup could come up to accept/decline (similar to president warrants), and perhaps if one is tied or unconscious, then they would get not option.

+support
+Support

Let me inject my victims with heroin, giving it an actual purpose.
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