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Being restrained by cuffs is far too strong


michellebaren

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Currently if you get cuffed in game be it by an antagonist or Security officer there is absolutely no way to escape from them if they're pulling you. I'm aware you can resist and try to REMOVE the cuffs but all the person that is subduing you has to do is move you a tile and it resets.

 

If you try to move away from them in an attempt to escape them, guess what? You get spammed with something along the lines of "You are restrained and you can not move".

 

This IMO is completely horrific balance and makes no sense at all. Whomever cuffed you now has free reign to do whatever they want with you and there's nothing you can do to stop it.

 

My suggestions are:

 

1) Make it so people have a chance to run away when restrained. Maybe 2.5%~5% ( chance to break free from being restrained when they move when they're HANDCUFFED and 5~10% when they're CABLECUFFED. This "breaking free" would NOT remove the cuffs. So the person with their newly regained freedom still couldn't fight or open doors.. just run.

 

2) Make it no longer reset your Resist attempt to remove the cuffs when you're moved. You CAN still be stunned and such to reset it, though. Security would have no problem dealing with this. See someone resisting? Stun them. Antags however usually have scarcer resources.. And antags using restraints are what this suggestion is mostly focused at.

 

3) When buckle cuffed, make it so Resist attempts to remove the cuffs FIRST and not try to unbuckle you. It makes no sense that one can not slip out of cuffs when buckled in a chair or bed. Logical thing to do IC for the person cuffed is to remove cuffs first too.

 

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Or do it the ole' fashioned way, cuff the officer with his own cuffs and drag him through the corridors in a high intensity chase with all his co-workers firing tasers and hitting him while you robust your way through like, 10 of them, only to be taser spammed by the DAMN SEC BORG WHO NEVER SEEMS TO RUN OUTTA GOD DANG CHARGE. GAAAAAH

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