Malkevin wrote:Make beepsky easier to escape from, because by the time you've got there and found them they've managed to resist out.
Beepsky has a 'detain' option for this very reason. By the time you get there the cirminal could have already run off anyway, even if he had regular cuffs on. Plus he'd get a free pair of cuffs as a souvenir before this change! How nice!
Malkevin wrote:Replace half of the sec vendor's reusable cuffs with one use things so security eventually runs out and has to resort to makeshift ruski rapecuffs like the detective at one point had to.
Easy, make cargo able to produce these and other plastic tools (they already do, unless multitools are made of metal, which they clearly aren't) using a new synthetic plastic material type since it's so abundant on the station and would be easy to rope into toher items that contain plastics. Recycling plastic is the future! What a stupid, retarded complaint to make when it's so easily fixable, lol.
Malkevin wrote:Because throwing people in a cell and buckle cuffing them and then walking off is a good thing, we don't want to interact with the prisoner or the prisoner having a chance at being stupid do we?
No, I'm simply saying it's an option to let a prisoner take their own zipties off if they're repeatably disarming you/running around/etc when you uncuff them. You don't have to waste baton charge or the use the brig flasher either in order to take their cuffs off this way.
Malkevin wrote:Because we want to have several different resist times complicating things so that during interrogations they have an easier time resisting out, because again we just want to throw them in the slammer and forget about them?
So, standardize resist times? What does this have to do with my feature? You can make zipties have the same resist time as regular cuffs if you want, but zipties are a logical replacement for the old retro-future handcuffs that aren't used often nowadays. Plastic zipties are cheap, affordable, and disposable, meaning they're the obvious step forward for sec. I didn't remove regular cuffs because I realize they have their uses such as long-term prisoners' security; they're for grey tiders and riff-raff that you can slap a ziptie on and boot out later, not having to fumble with cuffs that are meant for serious offenders.
If a friend uses wirecutters on his friends' zipties? So what, that's awesome teamwork and I've so far never seen it happen. These types of things should totally be encouraged!
Again, it's an incomplete feature, you're already seeing why that is the case. These things are evolving, and being able to stack zipties in 3 or even 5 stacks in your belt would make them a much more viable and standard thing for security. I realize they're way too situational as it stands right now, but even in this state it's still a MUCH better feature than all the other shit that people in this thread churn out regularly.
Seriously, if you think a feature like this is bad or missed potential, go improve it. I added zipties along with some other standardization things for resisting out of cuffs so these things could happen. I'm not just blowing smoke in this thread, I want sec to be improved, but if you guys stay locked into this mentality that sec can't be anything but the foil for antags it's always going to be in this power struggle against antag changes. You're essentially making your own problem here, and I feel sympathetic because I understand what it's like to be there. Maybe focus on redesigning security now that we have a """"DESIGN""""" """"""LEAD""""""" and run some ideas by him. Kor is super open to changes like this. Especially changes involving pairing sec officers up with miners, which is some really fun gameplay. There's a lot of potential for sec to be more than just an antag hunting role, but if you don't let it spread its wings it's always gonna just sit in this muddy water where the main big issue is ranged stun combat and shit.