Rule Suggestion Make it so players can't use Tranquilizers during combat situations.

Rule suggestions will be reviewed by Superadmins, this may take longer than standard content suggestions.
What does this suggestion change/add/remove:
The ability to use Tranquilizers during combat. A rule / ruling that doesn't allow tranquing people during comba

Has something similar been suggested before? If so, why is your suggestion different?:
I believe not

Possible Positives of the suggestion (At least 2):
1. It makes combat more fair for anyone going against personnel constantly using the tranq. It feels unhealthy and doesn't make sense for a tool that you can be FearRP'd if you're holding also create a controlled situation in a 1 on 1 situation with a hostile faction like CI if they're hit with said weapon.
2. Only a small number of members spawn with this weapon afaik, creating an unfair weapon advantage for that department, when it was created as a tool to arrest players and now being used against raiders.

Possible Negatives of the suggestion:
Less tools to counter / combat raid

Based on the Positives & Negatives, why should this suggestion be accepted:
The tool tranquilizer reminds me of the taser RMP used in MilitaryRP, which was a tool they only had in their regiment and you were not allowed to taser players outside of your own faction, making it a tool well used for law enforcement and not abused for raiders or combat against other factions. It's unfair a tranquilizer non hostile weapon that is used to arrest foundation personnel also be abused against CI during hostile combat, basically not allowing them to move or shoot their weapon. Doesn't make sense you can FearRP someone holding a tranquilizer as it is not considered a weapon but it has been said if the person shooting the tranq hits the player, it will be turned into a controlled situation vs the paralyzed player. Also feels unfair that they abuse it to get kidnaps out of CI when we are in the middle of a gunfight.
It's like combat cuffing but an additional step where you stun the guy in combat before you cuff him. This suggestion will overall improve combat between hostile factions and create less abuse with a weapon that should be meant to detain Foundation Personnel.
 
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Yeah. No. -Support.
 
- Support, ther would no point for tranqs
How would there be no point for tranqs if they're made for arresting personnel? Have you ever been in a gunfight w E-11 and some ISD Inspector walks next to the E-11 and just tranqs you, rendering you useless in any combat situation. It's so unhealthy, especially used against Juggernauts, how is a big beefy armored guy getting hit with a tranq dart..
 
How would there be no point for tranqs if they're made for arresting personnel? Have you ever been in a gunfight w E-11 and some ISD Inspector walks next to the E-11 and just tranqs you, rendering you useless in any combat situation. It's so unhealthy, especially used against Juggernauts, how is a big beefy armored guy getting hit with a tranq dart..
So this is a cope suggestion.
 
The tranq has 1 shot before you have to reload it so if you miss, you are likely dead. If you really want to counter it just position well, use things for cover, or use grenades to throw people off in combat where they have tranqs. Use your deployable shields, juggernauts, and type blues to deal with it. If one person gets tranq'd then have them back up. Tranqs waste time if they miss and reduce the amount of firepower potential since one person has a single shot that is not lethal. I have played as CI and it is really not that bad when you have a team that is working very well together. You also tend to have been instantly doing rescue raids lately so I don't see the big deal when you instantly get back in on a free raid for one of your guys being kidnapped. I have yet to see a CI who is fear rp'd using guns anyways when outnumbered so otherwise you also risk no captures since reviving downed people to capture them is against the rules these days if I am not mistaken 3.07(c) of the rules. -Support
 
-support
However, if it were to have different functionality depending on job (such as juggernauts having less at full armour or something similar) then that would be a decent change to make it more realistic. But no, they work for a reason.
 
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the year is 2037, Civil Networks has evolved past being an RP server, and is now only a combat server. Everyone participates in combat using tranqs. ISD are kidnapped by both CI, AO, and GOC, and are farmed for hours to supply them with tranq guns. The tranq guns only deal 1 damage, but since the opponent can't fight back, it is still the best option. Hourly long stare downs occur using tranqs.

+/-Neutral
-A pocket freedom that you spawn with is quite silly. Spawn in as SRU, go tranq a TB, mug him for his dosh then die? Eh, don't worry, nothing was lost on your end. Clearly you're better at the game than him because you hit your 1 shot.

On the other hand, how do you deal with non-compliant personnel during an arrest then?