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# System prepended metadata

title: Sec Melee Expansion

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# Abstract
Compared to ranged weaponry, we are is lacking in non-lethal melee options. A typical security officer has the following ranged choices: 
1. Disabler (Standard)
2. DRAGnet (Short ranged, energy)
3. Disabler SMG (Standard, sidegrade)
4. Energy gun (Standard, Hyrbid)
5. Modular laser (Premium, Hybrid)
6. Shotgun w/ rubbers/beanbags (Premium, Ballistic, short/long ranged)

If we expand our scope to what other crew typically have access to, we have a larger list.
1.  Any ballistic with rubbers

Now, lets have a look at our non-lethal melee options.
1. Stun baton/Caddleprod (Standard, security, stun)
2. Police/Telebaton (Premium, security/heads, staminadamage)
3. Reagent spears/Hyposprays (Chemical)

Generally speaking, you will only have access to one of the first two. This means security will only ever be able to actually use one melee weapon in 99% of situations. 

This also means there isnt as much escalation of equipment for more melee-inclined fighters. While a shooter can upgrade from a disabler, to a egun, to a hoshi, a melee fighter only really has the option of getting a shield. The actual weapon never changes.

This PR improves this state of affairs by adding extra non-lethal options to security, and by extension, the crew.

# Goals
1. Improve diversity of non-lethal melee choices
2. Implement weapon-based escalation of equipment for non-lethal weapons
    * Weapon-based escalation: The phenomenon of people upgrading their weapons to match rising threats
    * Disabler -> Egun -> Hoshi -> Shotgun
    * Armor vest -> Specialized armor
    * Stun baton -> Stun baton + Shield (Not weapon-based)
        * Causes minor stagnation of gameplay - we are ALWAYS using this one weapon

# Non-Goals
1. Unnecessarily disrupt balance
    * The game is balanced around the baton
    * Anything better than the baton in terms of DPS/disabling better have a damn good reason
        * However, due to our baton damage nerfs, we don't really need to worry about stamina damage as much
        * We DO have to worry about how well it can disable the victim (Stun, knockdown)
2. Make a "boring" weapon
    * Stamina weapons are often characterized by having some effect beside just stamina damage
        * They are SLOW to actually take someone down, usually
    * In effect, no "stat sticks"

# Items
1. Stun Pike
    * Two-handed spear-like weapon
    * One extra tile of reach
        * Do not underestimate this, reach is very very powerful as it makes combat significantly easier