What does this suggestion change/add/remove:
The removal of the instant kill cyanide. Which currently only serves as a skip rp pill.
Replaces it with:
1. A pill that once taken will start a timer that will kill the user after 5 minutes
2. A new stationary entity, that each faction will have one of which will in rp pump the persons stomach and as a result stop the death. Allowing for freed hostages to undergo medical treatment and be saved.
3. CI Medics, Combat Medics and UNGOC Medics will spawn with a single use syringe that can add 5 more minutes before death to give more time to get the Hostage to a medical centre.
This will mean that if CI kidnap an individual they will have 5 minutes to get out and get the individual to their base medway to cure them, and stopping skip rp.
It will also add an extra use to combative medical roles.
Has something similar been suggested before? If so, why is your suggestion different?:
I don't believe so
Possible Positives of the suggestion (At least 2):
- no more skip rp pill, encouraging roleplay
- creates more roleplay for medical, and adds an extra duty for combat medics
Possible Negatives of the suggestion:
Individuals who are getting kidnapped may preemptively take the pill, starting the timer earlier.
Based on the Positives & Negatives, why should this suggestion be accepted:
I believe it will have a positive impact on roleplay and create more roleplay around kidnapping.
The removal of the instant kill cyanide. Which currently only serves as a skip rp pill.
Replaces it with:
1. A pill that once taken will start a timer that will kill the user after 5 minutes
2. A new stationary entity, that each faction will have one of which will in rp pump the persons stomach and as a result stop the death. Allowing for freed hostages to undergo medical treatment and be saved.
3. CI Medics, Combat Medics and UNGOC Medics will spawn with a single use syringe that can add 5 more minutes before death to give more time to get the Hostage to a medical centre.
This will mean that if CI kidnap an individual they will have 5 minutes to get out and get the individual to their base medway to cure them, and stopping skip rp.
It will also add an extra use to combative medical roles.
Minute 0: injection
Minute 3: User is unable to talk, blurry vision (similar to 096 effects)
Minute 5: death (unless injected)
Minute 10: death (if injected)
Has something similar been suggested before? If so, why is your suggestion different?:
I don't believe so
Possible Positives of the suggestion (At least 2):
- no more skip rp pill, encouraging roleplay
- creates more roleplay for medical, and adds an extra duty for combat medics
Possible Negatives of the suggestion:
Individuals who are getting kidnapped may preemptively take the pill, starting the timer earlier.
Based on the Positives & Negatives, why should this suggestion be accepted:
I believe it will have a positive impact on roleplay and create more roleplay around kidnapping.