What does this suggestion change/add/remove:
This suggestion reworks the handcuff mechanic to function more like elastic restraints by introducing a visible progress bar when cuffing a player. Cuffing would take a few seconds to complete and would only be possible if the target is not resisting (e.g. under gunpoint or immobilized). Additionally, a short cooldown (e.g. 5–10 seconds) would be added between cuff uses to prevent spam. These changes encourage more immersive roleplay and improve gameplay balance during encounters such as SCP-035 breaches.
Has something similar been suggested before? If so, why is your suggestion different?:
No directly comparable suggestions could be found. While handcuff improvements or anti-spam mechanics have occasionally been discussed, this proposal uniquely blends realistic restraint timing, anti-spam cooldowns, and gameplay adjustments that enhance scenarios involving SCPs like 035.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
The positives offer meaningful improvements to immersion, fairness, and gameplay depth, particularly in high-tension moments like SCP breaches. While there are trade-offs in terms of pacing, they can be mitigated through good communication and strategy. Overall, this system rewards skillful RP and enhances player cooperation on both sides of detainment encounters.
This suggestion reworks the handcuff mechanic to function more like elastic restraints by introducing a visible progress bar when cuffing a player. Cuffing would take a few seconds to complete and would only be possible if the target is not resisting (e.g. under gunpoint or immobilized). Additionally, a short cooldown (e.g. 5–10 seconds) would be added between cuff uses to prevent spam. These changes encourage more immersive roleplay and improve gameplay balance during encounters such as SCP-035 breaches.
Has something similar been suggested before? If so, why is your suggestion different?:
No directly comparable suggestions could be found. While handcuff improvements or anti-spam mechanics have occasionally been discussed, this proposal uniquely blends realistic restraint timing, anti-spam cooldowns, and gameplay adjustments that enhance scenarios involving SCPs like 035.
Possible Positives of the suggestion (At least 2):
- Encourages more meaningful and realistic RP, as players will need to hold others at gunpoint or use teamwork rather than instantly cuffing.
- Prevents "handcuff spam" abuse in chokepoint areas (e.g. SCP-035's CC), allowing anomalies a fairer chance to exploit psychological manipulation.
Possible Negatives of the suggestion:
- May slightly slow down fast-paced detainment situations, requiring better coordination from MTF/guards.
- Could introduce frustration if restraint progress is canceled too often by movement or environmental factors.
Based on the Positives & Negatives, why should this suggestion be accepted:
The positives offer meaningful improvements to immersion, fairness, and gameplay depth, particularly in high-tension moments like SCP breaches. While there are trade-offs in terms of pacing, they can be mitigated through good communication and strategy. Overall, this system rewards skillful RP and enhances player cooperation on both sides of detainment encounters.