Content Suggestion Mechanical Prevention of Breaking FearRP While Cuffed.

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What does this suggestion change/add/remove:

Implement a 323 SWEP-style system for attempting to mechanically enforce cuffed FearRP: The idea being that instead of where the 323 SWEP fills a meter that causes slowness and visual effects in affected players, this meter would instead disable the ability to break out of cuffs all the time it's filled past a certain threshold (The threshold in this case being past 0%, but you could experiment with something like 1% to give certain RP situations some wiggle room? Although that'd need a rule change and is likely not viable due to minges).

This meter would fill when the cuffed player is having a gun pointed at them in close-range (Testing & experimentation would need to be done to find the appropriate range at which this should happen - For example, take the hallway leading to the elevator to Floor 3, just from the door to the double lift doors; If you put someone in cuffs at one end and someone with a gun at the other, is that range reasonable? I actually can't parse this mentally for the life of me - I know you definitely shouldn't be able to do it from distances like across the other side of Lobby, from Garage doors to Main Gate or just from great distances along the map on Surface in general; But some situations get funky. It's ultimately up to Content and I'd imagine a reasonable distance for this can be easily determined). More players holding the cuffed player under gunpoint would ideally fill the meter faster.

The meter would then drain at a steady rate when the cuffed player is not having a gun pointed at them.

The meter should not fill under the following circumstances (Non-exhaustive):
  • The cuffed player is an SCP - SCP cuffs are a slightly separate implementation anyway? Since it's a different SWEP under which the cuffs are not breakable without assistance. Not only that, but SCPs are immune to FearRP anyway - So there is no need to have something that could be exploited to potentially keep SCPs bound in situations where they should otherwise be able to escape (i.e. Another SCP shows up to try and free a cuffed SCP; This invariably results in guns being pointed around and having that apply to the cuffed SCP in this case not only doesn't make sense, but is also exploitable in an undesirable way).

  • There should be a flag available to the Event Team to apply to any given player, with this flag active, the meter should not fill, for event purposes - I personally can't come up with an eventuality for it other than "The cuffed thing is an SCP or reality bender or w/e", there's probably a few event scenarios where you'd need someone to break out of cuffs while under gunpoint, that may need to apply to jobs over than the Event Role (It could even be as a result of something conferred to someone on a normal job role, as part of an event scenario).

  • EDIT: The only person pointing a gun at you is actively trying to break you out.
In the interest of preventing them from trying to game the system (And tbh, they shouldn't be trying to break cuffs while under FearRP anyway) this meter should not be visible to the cuffed player.

EDIT 2: Another option here is to only apply this to D-Class, especially considering upcoming changes to first-time players on the server - For reasons outlined in positive point #2.

EDIT 3: The above may also potentially serve as a nerf to D-Class gameplay in some respects, which itself is a double-edged consideration with both good and bad points to it.

Has something similar been suggested before? If so, why is your suggestion different?:
A presently active suggestion from Wulfric asks for stricter FearRP enforcement via a rules change. Under the initial mistaken impression that it was a content suggestion, I replied to that in confusion at the lack of an actual, tangible prevention method, suggesting the changes outlined in this suggestion.

In particular, a lot of their issues don't really make sense and/or won't be solved by what they propose. For instance:
for example when arresting/kidnapping some people they will try to break out of cuffs the instant you turn away to open a door or such, this is really stupid as them turning away for a split second isn't much of a reason for them to no longer be under fearRP especially since if they turn back around they could very easily kill them before they break out.
I don't see how their suggested rule changes will prevent behaviours like this that, under the current rules, already breaks FearRP and would be punished as such in a sit. Their proposed changes just seem to make things more complicated for both staff and players alike.

Obviously this suggestion is different, because it attempts to resolve the problem by preventing it via game mechanics and not ruleplay.

Possible Positives of the suggestion (At least 2):

  • Less annoyance & tedium when arresting/kidnapping players.

  • (Hopefully) More strongly instils the idea to newer players that you shouldn't try to break out of cuffs while under FearRP -
    Yes, new players should be properly learning the way the server works and such; But in this case... Generally people's eyes tend to glaze over at long , important walls of text that yes, you should generally be reading all of if you want to be properly engaging with it, such as any of my suggestions or the server rules - And on top of that, if you give players the option to do something, they'll certainly do it unusually just because they can. You could argue that anyone with that mentality would probably find themselves in trouble in a different way, but that's not really a valid excuse to not clamp down on something that players aren't even allowed to do in the first place. Additionally, in the majority of cases where D-Class break FearRP, it's not really taken to a sit, the D-Class is just immediately killed. Which I understand favours the RP more (As you don't want to constantly be interrupting everything by calling sits just to be like "Yeah, you broke FearRP, don't do that, here's a warning" every few minutes), but in doing so, carries the inherent risk of that player mistakenly learning early on that "It's ok to break FearRP" (Because there was ultimately no consequence for doing so) and potentially carrying that mentality into later roles/positions where retaining that erroneous mentality would be both detrimental to them and the RP they get involved in.
    [...] the onus is on the player to make sure that they're properly informed [...] My reasoning here is more to do with trying to properly integrate new players into the server environment, generally speaking, when you join a server like this for the first time, you're checking it out and wanting it to sufficiently draw you in before you start dedicating any of your time and/or money to it; Think about this from the perspective of a new player: You've found a server that potentially interests you, so you join it and your literal first expectation is to read a big block of rules (which yes, is shorter than it used to be), note here that I'm not trying to justify not reading the rules or otherwise provide a reasonable excuse to break them, I personally think that being wilfully ignorant of the rules is not particularly acceptable when you break them (But I can understand not being able to recall every single one at all times, although that itself should not be a free pass to get away with something really bad).

    Essentially what I'm trying to say is that they'll not read the rules anyway, which isn't something that should be encouraged or facilitated, but rather mitigated - So therefore it's in the interest of maintaining healthy server growth and population to try and... I guess spoonfeed to new players a little? I feel like that's the wrong way to put it, but I hope you can understand what I mean. It's not like we don't already have these kind of... Guard rails? Training wheels? For D-class already, such as preventing them from using certain things in their inventory; And even though both that and what this suggestion asks share a commonality in terms of "This makes sense for it to be a thing for them not to be able to do," we do end up back at the whole issue of disruptiveness.

  • If the game is enforcing cuffed FearRP in staff's stead, then less sits would need to be called in relation and staff can be freed up for other purposes.

    • This also means that cuffed FearRP is more enforceable during lower population hours where there may not be as many staff members on to handle a sit - Granted, anyone who tries to 'game' the time of day to abuse lack of staff presence to do things like break FearRP I imagine will still get punished anyways (And probably even more severely for deliberately trying to avoid punishment), but generally if there's a reasonable, feasible way to crack down on this and ensure potential rulebreakers feel less emboldened, there's no real reason not to take it.

Possible Negatives of the suggestion:

  • Potential issues with the mechanic being overly obstructive where it shouldn't be, in ways detrimental to RP - Yeah, this is going to have teething problems unless the majority of use cases are thoroughly tested before adding it to the server proper; This is not an overnight implementation.

  • The development effort that it would take to implement this properly would not be worth it, what we have presently is fine - I can understand this reasoning. This would require (potentially extensive?) changes to cuffs and probably also VGuns? This is not a small or simple implementation by any means and I can get that it might seem overengineered and needless levels of effort for a problem that's... Kind of already solved? I'm just putting forward that we may be able to solve it better. But I can see how this might be unnecessarily reinventing the wheel.

  • Massive risks of bugs which would be massively detrimental to RP - An example that comes to mind is the system not letting people break out when they should otherwise be allowed, which could be exploited to unfairly benefit kidnap RP.

  • Potential abuse of the Event flag - Honestly, the GM team are usually good with handling these kinds of things, but the possibility is not zero. It could be that this functionality is something restricted to specific GM/Staff ranks and its use is requested where appropriate. That would reasonably limit this potential.

  • Overreliance on this functionality.

Based on the Positives & Negatives, why should this suggestion be accepted:

I don't particularly feel much for this idea, I'm just mostly mad that the other suggestion is a rule suggestion, so I decided to make a better one that tries to actually solve the problem they had.

Now if I had a penny for every time someone tried to solve an issue with ruleplay when there are perfectly reasonable ways to solve them with content changes...
 
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"Beta shitass! I finally managed to rescue you after breaching 6 waves of foundation forces, looks like they did a number on you during interrogations... quick, break out of your cuffs!" *game physically prevents beta shitass from breaking out* "...Break out quickly now, foundation is coming in! I'm trying to help you! Ah forget it, ill out my gun away so you can break out! I know you get a little nervous when there's guns pointed at you!" *foundation breaks in, they see a CI breaking out a comrade without a gun out* "Ah, shit! I surrender!"
 
fastest - support of my life
Can you please elaborate further on this?

...Because from my perspective, it's not clear here whether you share any of the concerns I outline about the functionality of this and ways in which it could potentially interfere with normal server play (Or if it'd just be too hard to implement), or if you just want to break FearRP. Maybe it looks that way to just me, I don't know. But I genuinely don't get this mass -Support.

Also,
-Support
I want to break FearRP.
 
just make a sit if they arent following fearrp
The entire point of the suggestion is to reduce unnecessary sits. We can't just make "just call a sit" the answer to everything if we can help it. That's not a good reason and puts potentially unnecessary workload on staff (Who could, instead of taking the FearRP sit that wouldn't be possible with this change, be taking your sit about something potentially far worse - I don't get why people don't think this through and act as if staff are just some miracle panacea; You treat them like tools, no wonder they're leaving en masse). Plus as I outline with D-Class, a lot of the time sits just aren't called because it'd be a bother and disruptive to RP to, after having the D-Class break FearRP and being killed for it - It might potentially also get the killer warned since it doesn't really make sense to kill someone over an OOC rule, I feel like that's FailRP/Metagaming, etc. And again as I said, the D-Class, potentially a new player to the server (A likelihood which will increase following changes to new players joining the server), may get the wrong idea about how FearRP works and how the server overall works.

And from what I can gather from the other suggestion that's about the rule, there's apparent inconsistency with FearRP sits and such, and being unable to get the proper resolution for it? So in the majority of cases, everyone's time seems to just get unnecessarily wasted.

In the situation I described, if the D-Class is not even able to break the FearRP in the first place, all this goes away. I don't deny the other issues with this, in fact, I even outline all of the faults with this idea fairly exhaustively, including the overreliance on this that this could probably create in this situation (Especially if it were applied exclusively to D-Class, which is a presented option).
 
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-support,

If you get shot while cuffed it’s no longer fear rp unless they state it’s going to happen in interrogation rp or whatever, so if you do get shot you no longer fear for your life and can’t break out as they are looking at you with a gun on you.
that makes 0 sense at all? lol what? getting shot in cuffs and suddenly fearrp doesn't apply?
The entire point of the suggestion is to reduce unnecessary sits. We can't just make "just call a sit" the answer to everything if we can help it. That's not a good reason and puts potentially unnecessary workload on staff (Who could, instead of taking the FearRP sit that wouldn't be possible with this change, be taking your sit about something potentially far worse - I don't get why people don't think this through and act as if staff are just some miracle panacea; You treat them like tools, no wonder they're leaving en masse)
theres more than enough staff on at most points in time that the "excessive sits" arent that excessive,

Plus as I outline with D-Class, a lot of the time sits just aren't called because it'd be a bother and disruptive to RP to, after having the D-Class break FearRP and being killed for it - It might potentially also get the killer warned since it doesn't really make sense to kill someone over an OOC rule, I feel like that's FailRP/Metagaming, etc.
i dont understand what your saying here,

"dont break out or ill shoot you" -> dclass breaks out -> gets shot -> killer gets warned for failrp?

And again as I said, the D-Class, potentially a new player to the server (A likelihood which will increase following changes to new players joining the server), may get the wrong idea about how FearRP works and how the server overall works..
Thats their problem, if they want to inform themself on it they can:

A. Read the rules
B. Ask staff to clear any confusion
 
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theres more than enough staff on at most points in time that the "excessive sits" arent that excessive,
On US? Sure, I can see it - But IMO on UK, peak time lasts for like... anywhere from 1 to 3 hours max.

So thinking about that aspect, I can see how this is more of a one-sided population issue than anything.

I do generally otherwise agree here.

...But at the same time, I do feel like that if there is a reasonable way to reduce the amount of necessary sits, it should be considered. Like for example, it used to be that the most common complaint about VCing while gagged FailRP was to "just prevent VC while gagged instead of having this be enforced by staff," which - I haven't been on the server since, but my understanding is that this is the case now

I do appreciate that this isn't really the same thing by virtue of it being a far more complex thing, I was more trying to draw the parallels between them.
"dont break out or ill shoot you" -> dclass breaks out -> gets shot -> killer gets warned for failrp?
I was thinking more along the lines of "Killing someone for breaking FearRP" which in that sense doesn't really make sense as you're taking IC action for an OOC thing, which is generally not ok - But when you put it this way, I can see how this works out. I guess you're right here.
Thats their problem, if they want to inform themself on it they can:

A. Read the rules
B. Ask staff to clear any confusion
This is true and I do agree that the onus is on the player to make sure that they're properly informed, which is something I raise in the OP; My reasoning here is more to do with trying to properly integrate new players into the server environment, generally speaking, when you join a server like this for the first time, you're checking it out and wanting it to sufficiently draw you in before you start dedicating any of your time and/or money to it; Think about this from the perspective of a new player: You've found a server that potentially interests you, so you join it and your literal first expectation is to read a big block of rules (which yes, is shorter than it used to be), note here that I'm not trying to justify not reading the rules or otherwise provide a reasonable excuse to break them, I personally think that being wilfully ignorant of the rules is not particularly acceptable when you break them (But I can understand not being able to recall every single one at all times, although that itself should not be a free pass to get away with something really bad).

Essentially what I'm trying to say is that they'll not read the rules anyway, which isn't something that should be encouraged or facilitated, but rather mitigated - So therefore it's in the interest of maintaining healthy server growth and population to try and... I guess spoonfeed to new players a little? I feel like that's the wrong way to put it, but I hope you can understand what I mean. It's not like we don't already have these kind of... Guard rails? Training wheels? For D-class already, such as preventing them from using certain things in their inventory; And even though both that and what this suggestion asks share a commonality in terms of "This makes sense for it to be a thing for them not to be able to do," we do end up back at the whole issue of disruptiveness.

Admittedly, this idea is not as robust, foolproof or beneficial as I had originally envisioned, and I am tempted to withdraw the suggestion for these reasons (as well as how these issues weigh against the potential implementation difficulty), but barring any further dissection and analysis of it, I'm still of the opinion that there is something constructive and of reasonable (if not greatly reduced) merit here.
 
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that makes 0 sense at all? lol what? getting shot in cuffs and suddenly fearrp doesn't apply?
the entire reason you are under fear rp is because you are in fear for your life. if you get shot without any explanation like in an interrogation, you reasonably would assume that you are dead if you dont break out and dead if you do might aswell try and escape. I know for a fact If I was shot for no reason and wasnt dead id try and break out better to try and escape no?
 
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the entire reason you are under fear rp is because you are in fear for your life. if you get shot without any explanation like in an interrogation, you reasonably would assume that you are dead if you dont break out and dead if you do might aswell try and escape. I know for a fact If I was shot for no reason and wasnt dead id try and break out better to try and escape no?
The meter should not fill under the following circumstances (Non-exhaustive)
 
Not the correct solution to this problem.
I mean this specifically, sure.

I know that ruleplay also certainly isn't - And that we also can't reasonably expect the players to just not break FearRP if we don't want them to. And telling people that the rules exist in the first place seems insufficient.

This whole issue definitely isn't an easy solve, but I do also know that Content don't need to accept a suggestion exactly as written - If they can come up with something better or otherwise workable based off of this, then that's fine, too. As I state in the suggestion post, I wrote this because I took exception to how someone else proposed a solution to this problem from a rules standpoint that IMO just doesn't make any sense and to me comes across purely as ruleplay.

Suggestions at the very minimum are ideas - That are best elaborated on to clearly convey a specific concept for addition/changing/removal. If Content decide to go with strictly what's written that's fine, but they are not beholden to do so. In the unlikely event this is accepted, I do not expect it to be taken as given - That's also a lot of the reason why I make a lot of the things open-ended and stress that it should be properly iterated on.

The idea being that this isn't about solving the problem exactly how I've written it, but by doing so via game mechanics in some way, shape or form. If you mean to imply that solving it via game mechanics specifically is not the solution, then...

Well then there's no options left.
If game mechanics aren't the solution, ruleplay isn't the solution and neither is properly informing the playerbase (all which in themselves are something of monumental, if not impossible tasks to accomplish sufficiently), then that leaves nothing else. That covers every conceivable direction from which this can be approached. No solution to this that does not fall under any of those three umbrellas can be ideated, nor implemented.
 
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