Content Suggestion Emilia's "solution" to the """tranquiliser problem"""

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What does this suggestion change/add/remove:

This suggestion asks for tranquilisers to only take effect if the individual hit by them has 50 armour or less.

Optionally also separate the tranq gun into two SWEPs, the "weaker tranq gun" that operates with the above behaviour under all conditions - And a "normal tranq gun" that only has the above behaviour if the hit individual is not of the same faction (May further optionally decide to distinguish D-Class (and/or SCPs in the case of 035) from everyone else) - Or just only do the latter, up to you.

Alternatively, make it chance-based: If the individual has more than 50 armour, the chance of the tranquilising taking effect decreases in proportion to the amount of armour the target has, with 0-50 being 100% chance.

The intention being that the current roles that possess tranqs should ideally have unaffected performance with tranqs when it comes to (assisting in) arrests (ISD, Response Units, Captains, CoS), while limiting their combat capacity in the context of raids.

EDIT:
tranq gun doesn't work for people with 101+ armor, so that would include Juggs and 914 enhanced individuals. Sound better?
😵
Has something similar been suggested before? If so, why is your suggestion different?:
There was this, asking for Security Sergeants to be given tranqs:
Different because I'm not advocating for increased access to tranqs - In fact, this goes more in the opposite direction by limiting tranq capabilities. I otherwise agree with why that in particular was denied.

This is also a direct formalisation of the idea that Aphex raises in that thread and that I further iterate on.

People also keep making ruleplay suggestions asking for it to be banned in combat (most particularly with regards to raids)
Different obviously, because this is a content change, aiming to try and mechanically solve the gripes that players seem to be having with tranqs, and therefore not introducing any new Staff headaches when it comes to rule enforcement.

There is also an active suggestion to nerf tranqs against TBs:
This is different as it is a broader and more sensible scope of nerf, and may be a viable alternative, as this does not outright make tranqs completely ineffective against TBs as that suggestion asks.

There's also an active suggestion to enable the use of tranqs while downed:
And it's different because while these are both about tranqs, this is about changing how tranq works, whereas that suggestion is about tranqs in relation to the downing mechanic. These changes may additionally harmonise in some way.

Possible Positives of the suggestion (At least 2):

  • + May solve perceived community imbalances regarding the use of tranqs in raids, in a sensible way that doesn't make them outright banned rules-wise or otherwise useless for raid defence

  • + Makes more general sense that someone wearing a bunch of bulky armour would more resistant to being slowed by a tranq dart - And since non-combatives generally don't wear armour, tranqs would generally continue to affect them as usual

  • + A potential balancing method for tranqs that could be adjusted at Content's discretion

  • + Disincentivises ISD from seeking combat in relation to raids -Relatively minor, as even though this is against server rules, in my experience, this is something which is sufficiently moderated and taken action against when it happens; Although a little more deincentivisation couldn't hurt

Possible Negatives of the suggestion:

  • - Relatively complex implementation for a considerably minor thing - May not be worth the effort

  • - Depending on how it's implemented, may cause issues for D-Class/035 using tranqs

  • - Unintended gameplay consequences of changing tranq mechanics - In terms of certain arrest situations; It's not the intention for this to impact normal ISD gameplay, but you can't rule out teething problems at the very least

  • - Abuse/Metagame - If the distinction becomes a faction thing, suddenly tranqs become a method to check for disguised CI or maybe even D-Class. The chance-based solution prevents this to an extent

  • - (UK) Technically a CI & GOC raid buff

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

I kinda have a habit of seeing a regular thing that people bring up in suggestions getting put down, and wondering if there are other solutions to it. This in particular, my impression of what's going on with tranquilisers, is that Staff are not really convinced there's anything to fix here - The community seem to be pretty divided on whether or not there's a problem with tranqs, and I kinda see it both ways:

I agree that there's a bit of unfairness when it comes to F just being able to send a GSD with a tranq in to defend against a CI/GOC raid, and tranqs have significant raid stopping power - I can see a need to redress this in some way. I'm not particularly sure that this is the correct way? But I'm trying.

But at the same time... Tranqs I feel are... Fine? The way I see it, it's kind of a really weird grey area. I also get any hesitancy that may be present with regards to this, as it is just this weird mix and doing something may potentially make it worse for your troubles, when it was kind of relatively okay to begin with? I'd also understand an addition to the FAS as a result of the uptick in tranq-related suggestions.

I also recognise that this may complicate things like trying to arrest people with armour, which is often needed - Like maybe you have some GSD, CM, or maybe even an MTF Enlisted that's screwing around, breaking FLC/CoC etc. - Idk the specifics of that exact interaction, I'm aware that things also get punished internally in MTF regiments, but I also acknowledge that there are also some IC situations where action would need to be taken in the moment - And decreased tranq effectiveness in those circumstances would make things harder; This kind of case is why I raised both the ideas of making it into two separate SWEPs for ISD to have an unaffected version, so that they can still arrest anyone with armour; As well as the idea of making it chance-based so that in this context, armour becomes more of a defeatable counterplay, rather than a total shutdown of being able to arrest someone.

There is also the fact that ISD & GSD get regular guns, so the arrest process (and/or assisting) could reasonably be lengthened out from "immediately tranq and cuff" to "lower armour, then tranq and cuff." Even though I have the WL, I'm not particularly experienced enough in ISD gameplay to know whether or not this would be a good or bad thing, although my immediate thoughts there are that it could be a bit more fun for them? I'm unsure.

I don't envy any side of this, really. You've got some players that are fine with it and don't want changes, you've got players that are not fine with it and want changes, you've got players wanting GOIs to have a source of tranqs, which is its own can of worms - And then if you do decide to approach this, there's a chance you make things worse and you've wasted your effort on nothing. Nobody wins, yaaay! 🤪 ...Do you think I'm reading too deep, or?
 
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+Support
i like the idea of a tranq gun that can only hit their own faction would already fix the biggest "problem", any anything up from 50+ armour would be cool too
 
-Support

Tranqs only really catch people who overextend their raids or go solo. In proper team fights, being tranq’d is barely more than a nuisance since teammates can easily make up for it. In fact, tranquilizer guns promote teamwork which the combatives are meant to be built around rather than breaking balance with a one-man rush. If someone gets hit and dies alone, that’s just the cost of not having support.

Adding requirements or RNG to tranqs just makes the mechanic completely clunky in coding, it'd be a nightmare for devs.

Again, Tranqs are not raid-killers . People exaggerate their impact when in reality a single ISD or GSD with a tranq can’t shut down a raid push. If CI focus the tranq user, they’re dead before they can reload. Tranqs add support to the field against heavy hitters like Juggernauts who are meant to tank hits, so that teammates can do precision shooting, not be solo killers by themselves.

They also fit ISD perfectly. We’re meant to be what you call a nimble support unit with our 15 armour, being able to neutralise high-priority targets fast rather than be a frontline volley shooters, especially knowing that our department has probably the most training in handling individual hostiles, rather than groups of hostiles. I can't say for GSD but for ISD The tranq gives us a unique edge at the cost of our armour and other combative weapons as we start with a gun that you can get from the armoury, so we don't have any unique weaponry apart from the tranquilizer gun, and it makes ISD combat gameplay distinct. Taking that away or watering it down strips ISD of a big part of it's combative role.
 
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Tranqs are not the problem. The problem is people not using any form of cover during raids and expecting CoD tactics (stand in the open, run, and shoot without using any cover or strategy) to work. Making them RNG based would make them useless and would just result in people getting away with no repercussions due to just a chance of the tranq working or they will pull a gun and kill the person. Additionally making it armor based would result in the same thing but instead of just being a chance it would result almost exclusively in death. If that is what we want to go based on then we should just have it be "if they run from someone when told to stop they can be shot". Also, if someone is elastically cuffed and keeps trying to break out, how should I stop them? Double cuff them or just drag them metal cuffed the whole way and make elastics useless. If this suggestion is taken, I have to either shoot or stab them to lower their armor to tranq them on the way OR I have to hope and pray that the tranq works and stops them from breaking out.


If people refuse to use any form of cover while doing raids and are wide in the open and get tranq'd, it is their fault. I have been CI and I have been foundation. The only time you are getting tranq'd that much is if you stand in the open and don't use riot shields or deployable shields or even the environment to make you a smaller target.

This suggestion basically is saying that tranqs should be useless since people don't use much strategy in conflicts or fights.
 
Tranqs are not raid-killers . People exaggerate their impact when in reality a single ISD or GSD with a tranq can’t shut down a raid push. If CI focus the tranq user, they’re dead before they can reload. Tranqs add support to the field against heavy hitters like Juggernauts who are meant to tank hits, so that teammates can do precision shooting, not be solo killers by themselves.
[...]
I can't say for GSD but for ISD The tranq gives us a unique edge at the cost of our armour and other combative weapons as we start with a gun that you can get from the armoury, so we don't have any unique weaponry apart from the tranquilizer gun, and it makes ISD combat gameplay distinct. Taking that away or watering it down strips ISD of a big part of it's combative role.
This suggestion basically is saying that tranqs should be useless since people don't use much strategy in conflicts or fights.
Hmm. How about an armour threshold of 100, instead of 50? As in, max armour prevents/mitigates tranqing (at least, 100 is max for most jobs, this would just be stronger for juggs since IIRC they start with more?)
this makes 0 sense in character
It makes 0 sense that armour would be able to stop tranqs?
 
Naw.

Tbh this will just make them useless except for on D-Class, making one of the jobs that can get them in one of the more tedious ways (scrap) completely useless to get them.

Tranqs aren't even a problem in the first place. The main jobs complaining about them are the same jobs WITHOUT them affecting them can 1v5 no sweat which from a balance standpoint is unbalanced.

Tranq darts haven't even changed, it's just the fact people started using them now that has made a select few people (the kind of people who - support any tb balance suggestion while breaching 5 scps with 4 mtf on at 3 in the morning) upset that they can be killed if someone hits them with a musket teir pistol.
 
Hmm. How about an armour threshold of 100, instead of 50? As in, max armour prevents/mitigates tranqing (at least, 100 is max for most jobs, this would just be stronger for juggs since IIRC they start with more?)

It makes 0 sense that armour would be able to stop tranqs?
Ok i was a bit confused how suggestion worked i thought you met this armour thing only applied to other factions, but if its for all factions thats even worse because it makes tranq's useless on combatives which is the main point of the tranq.
 
To be honest with you I don't think I've ever had a single issue with Tranq guns on this server, I couldn't even see how they would be impeding anything. If you manage to get hit, stunned and then captured during a raid or operation, you're either WAY too far pushed inwards or you're solo raiding and have very minimal experience with the map.

I can appreciate the attempted change, but if Tranq guns are becoming issues in combat situations, just change when you can use them, technically you wouldn't be attempting to find someone with a Tranq gun to capture a hostile GOI, you'd more than likely have a less than lethal option, that has some form of distance between you and the problem other than a Tranq gun, possibly some type of impairment or firearm that discharges blunt force options for incapacitation or a taser gun.

+Neutral
 
...I feel like there needs to be a bigger community discussion on this as a whole, because as far as I can recall, this the first time I've seen such an emphatic community response to a suggestion of this nature - And thinking about that fact in tandem with the fact that people keep suggesting these various raid-related tranq changes, I can't help but wonder if this just needs to be talked about, because clearly there's a wide array of opinions about it - And a proper conversation could potentially reduce the amount of superfluous tranq suggestions in the future.
 
...I feel like there needs to be a bigger community discussion on this as a whole, because as far as I can recall, this the first time I've seen such an emphatic community response to a suggestion of this nature - And thinking about that fact in tandem with the fact that people keep suggesting these various raid-related tranq changes, I can't help but wonder if this just needs to be talked about, because clearly there's a wide array of opinions about it - And a proper conversation could potentially reduce the amount of superfluous tranq suggestions in the future.
Tbh it tends to again be people mad they can't rambo as TB/Jugg when they get hit by a tranq when solo, tranqs when you're with more than 1 person isn't that big a deal because it's the equipment version of a musket, you get one shot and need to reload.

For the longest time civil has had the 1 man army stuff for raids and it's genuinely just old. Nothing fun about fighting a guy with 5 times your HP as is, let alone when they can just tap 2 buttons and insta kill you with no real skill required, then breach a SCP stalling everything for a hour or more, and whenever something changes to stop it, rather than get better or think about how to counter people just do this or cry to staff till it gets nerfed to hell, or is just not allowed and we return to the norm of 1 man army.

Best example I can give for US players is 2ndary HCZ guarding. E-11 Figured out it was better to guard 2ndary upper HCZ because
1. It has a fast elevator to allow them to be in upper and still rapid respond to breach or hacking
2. HCZ 1 has 2 bulks and a slow elevator vs 2nd being unguarded with 1 bulk and a fast elevator
3. It was by 914
4. It was a better choke point

Do you know what US CI did?
Did they rethink raid tactics to compensate?
Did they get better at hacking to quickly enter?
Did they even just stockpile CL4s?
No. They cried to staff to make E11 go back to primary and let 2nd be their easy access.

So yes, -support, the tranq is fine, learn to compensate for it, it's easier to counter than a TB.
 
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