Content Suggestion Security Sergeant with Tranq gun

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Qidn

Member
Jun 2, 2025
2
0
11
What does this suggestion change/add/remove:
This change would add the Tranq gun to the standard kit of a Security Sergeant.
(Maybe switch it out for the pistol that is given in the kit)

Has something similar been suggested before? If so, why is your suggestion different?:
This is my first suggestion, I am honestly not quite sure.

Possible Positives of the suggestion (At least 2):
- Sergeant gets the ability to tranq D-Class that are trying to free themselves.
- Just like Response Units (who does have tranq guns) you need a Riot Control License, so the kit would actually fit the role a bit better imo.

Possible Negatives of the suggestion:
- Always some people that could abuse the tranq gun.
- Sergeant get a lot of other things, so your hotbar is pretty full.

Based on the Positives & Negatives, why should this suggestion be accepted:
I honestly don't really think the negatives make that much sense, I just can't really think of massive issues that could come from this change.
I do think that it makes more sense for a SGT to get a tranq, since the same license is required when becoming Response Unit, and they do carry the tranq.
 

Sule Goodman

Well-known Member
Mar 6, 2025
78
16
41
+ / - Support

Could be too OP since it gives more people a tool that can literally stop osuits and juggs so....

though it'd be nice so
 

AstroZorbas

Head Moderator
Head Moderator
SCP-RP Staff
Jan 22, 2025
67
10
41
Hmmm.

Tranq guns are a unique weapon.

I think spreading tranq guns over too many different roles is a poor idea, however I can at least consider sergeants having them as there is only 2 slots and it makes sense.
Slots got increased from 2 - 4.

I've had this discussion with Gensec leadership team before and I honestly not too sure if it would be a good idea from my perspective since the current jobs that have tranqs are: Investigator, Inspector, Commissioner, DoISD, Response Unit, Captain, CoS, Consultant, and I think DoM. I think already a lot of jobs seem to have the weapon and increasing it more can be a bit hmmm.

Not leaving a + or - support on this as I'm pretty neutral
 
if we made tranqs only be able to be used against people with 0-50 armor that would be a cool interaction, idk
This is actually a pretty good idea. It forces you to weaken your target first and makes sense since the armor is weakened/has holes so you can get the tranq dart through. Also allows CI to not have to fear immediate tranq spam and requires more teamwork to get a successful capture
 
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if we made tranqs only be able to be used against people with 0-50 armor that would be a cool interaction, idk
This is actually a pretty good idea. It forces you to weaken your target first and makes sense since the armor is weakened/has holes so you can get the tranq dart through. Also allows CI to not have to fear immediate tranq spam and requires more teamwork to get a successful capture
I like this idea, but if you do this as a change to the normal tranq, it could be considered a nerf to ISD when using tranqs to make arrests.

I think this should be approached from two directions:
  1. The target - I don't think under any circumstances, F should be able to effectively use tranqs against CI raids.

  2. The purpose - The current way tranqs work is vital for ISD to put a stop to hostile F people breaking the FLC/CoC.
Thus, I propose the following alteration to your idea: A separate, "weaker" tranq gun (that is, in terms of projectile power, not actual tranq effectiveness) exclusively for... I guess, whoever appropriate. I would push this for Sergeants, but if there's good reason to replace existing tranq guns in loadouts with this weaker version, then I'm for it.

From there, follow something like the following table as to how both tranqs will ideally work following this change:
Who Is Being Hit With The Tranq?​
"Weaker" Tranq
Current Tranq
F Personnel (inc. D-Class)​
Aphex's Idea​
Normal Behaviour​
CI / GOC​
Aphex's Idea​
Aphex's Idea​

It's a little weird, clunky, and probably far more problematic to implement, but I think this could solve the problem without causing issue to the ISD gameplay loop.