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[Suggestion] Tranquilizer guns?

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How would people feel about tranquilizer guns as a way to subdue people safely from a distance?

 

Really good. Make them very inaccurate with terrible range. This way...when you see someone with a tranquilizer gun you can rush them and take them out. No one will use it in my honest opinion. 

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Actually sounds like a great idea.

Make them very slow to reload, with fairly short range and bad accuracy to keep them balanced.

Could help to reduce KoS since you could just tranq someone, then cuff them.

It would remove alot of the risk of having to shoot people whom you just want to rob but who then panic and do something stupid forcing you to kill them.

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Actually sounds like a great idea.

Make them very slow to reload, with fairly short range and bad accuracy to keep them balanced.

Could help to reduce KoS since you could just tranq someone, then cuff them.

It would remove alot of the risk of having to shoot people whom you just want to rob but who then panic and do something stupid forcing you to kill them.

It would be better if it was realistic. If they choose a real tranquilizer gun and recreated it in game.

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Seems almost necessary. Goes so well with handcuffs, etc.

 

One potential downside is the amount of time a player would be "out" and how you could potentially grief someone by simply hitting them over and over again with a tranquilizer gun, essentially forcing them to logout.

 

It's really neat to think about tranquilizing someone and then kidnapping them to take them to your base or something, but from their perspective that's just like 10 minutes of staring at a black screen that says "You are unconscious." Are they really going to wait that long? Or will they just give up and logout?

 

Some compromise might be necessary, perhaps allowing a player to hear but not see, or see but with blurred vision. Something so it's not just total darkness for many long minutes.

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It would be better if it was realistic. If they choose a real tranquilizer gun and recreated it in game.

 

Doubt it would make for a very enjoyable gameplay mechanic if you could put people to sleep for a couple of hours...

But yea, im sure the devs can figure out a way to make this work, sounds like a cool idea to me.

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Tranquilisers are a good idea, something to assist in the non-lethal aspect of the game. Given how much of a nuisance it could potentially be, there should be some adverse effects of it.

 

For example, getting hit by it takes a bit of time to knock you down, and maybe makes you sluggish and blurred first.
It should keep you down a period of time that allows the attacking player to do what they want - so a minute, two, maybe even three.
You should be able to cuff the person whilst they're unconscious - or tie them up if you have rope.
It should have a chance of not affecting the player, the player becoming resistant/immune to it, or a risk of killing the player from too much of it.
Distance should be a factor, so you can't shoot over a low-medium range, should be a single-dart gun with an 'okay' reload time.

Maybe a dart-gun that you can make different arrow points for, Sedative, poison (that maybe eventually kills or makes the player ill/throw up,) etc.

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Fantastic idea so long as there are more options when it comes to ammo.

 

Would be nice to extract zombie blood and then load a tranq dart with such blood and give players infections.

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Would be nice to extract zombie blood and then load a tranq dart with such blood and give players infections.

 

Interesting Idea, But aren't all of us survivors immune to this inflection???

Edited by Aussie Bogan

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They are available on some dayz mod servers and were a laugh despite being un-realistic. They should introduce this, or a variance of this:taser-x2_1.png

 

15ft range

On hit causes 10 - 30 seconds of unconsciousness depending on taser condition (assume all cartridges would be pristine) 

Up to two cartridges can be loaded

Cartridges can be stacked up to 10 per slot

Uses 9V battery. Full battery good for up to 50 shots

Built in flashlight and laser aiming (both would drain battery when in use)

Melee fire also available both with and without cartridges loaded

No health damage

 

For more information on the X2 taser read this: http://www.taser.com/images/products/self-defense-products/downloads/x2_defender_product_manual_mmu0044_rev_a.pdf

 

 

 

 

Stun guns or electric batons could also be introduced. Or even cattle prods that can only be found on farms

Full 9v battery allows for up to 60 seconds of electricity

2 seconds of consecutive electricity causes unconsciousness for 10 - 30 seconds depending on condition. 

Stunning an unconscious person will increase the timer up to 30 seconds

1-1.5m range

No health damage

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I think this, or more ideas like this, are wonderful. I'm not a bandit, but I will KoS if I don't feel comfortable about a situation - and unfortunately, most situations that involve another player I don't feel safe about. Having more non-lethal methods of self-defense feels almost necessary to me!

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They have them in the DayZ Origins mod. There are also Epi-bolts which revive. Though they are mag fed and semi auto which is a bit gamey.

I would support single shot, breech loading pistols and rifle tranq guns with limited effective ranges, say 50m for the rifle and 25m for the pistol.

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I'd use them just to get an easier kill, but as for subduing players its kind of silly to let someone in dayz live after youve seen them

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