What does this suggestion change/add/remove:
Add some form of toggle or other kind of functionality to the GM SWEP that can prevent defibbing following a death-causing effect.Has something similar been suggested before? If so, why is your suggestion different?:
No - The closest thing is my prior suggestion on preventing 096 victims from being defibbed; While this does also deal with the same defib prevention idea for similar reasons, this has a wider variety of applications, mostly intended for events.Possible Positives of the suggestion (At least 2):
- + Too specific to concisely put, see last section
Possible Negatives of the suggestion:
- - Developer implementation effort & time (Sorry Jacub
)
- - Unforeseen issues & bugs that could unintentionally impact normal gameplay outside of events (i.e. Something like after the event, affected players end up not being able to be normally revived in situations where they should, for the rest of their session)
- - Abuse potential (In my experience, GM power abuse is very well handed by Staff)
- - Too niche to reasonably warrant development
Based on the Positives & Negatives, why should this suggestion be accepted:
Okay so, you ever just think about random things? I randomly had the thought of "What if you do an event involving an anomaly where it wouldn't make sense to revive people affected by the anomaly, but people end up defibbing them anyway?" following the few instances of 096 defibbing I've seen which prompted the 096 suggestion. The only relevant example I could think off the top of my head would be some event involving SCP-151, where it wouldn't make sense to be able to defib and revive a victim of 151's drowning effect, especially since in the case of that SCP, medical intervention can explicitly prolong a victim's life, but not stop or reverse the condition. I imagine that there are a plethora of other, similar cases where this could reasonably apply, too.You can't really make this a FailRP thing? Since that's a very ruleplay thing and you kinda don't really want that in an event context - The only other thing is that you could do a silent slay instead? But a silent slay isn't dying, it's a force respawn - I don't specifically know the exact nuances here, but I'm erring on the assumption that there are relevant differences between preventing defibbing and force respawning that this is worth looking into. Unless there's an existing alternate solution.
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