# Activating an item should make a turn pass

**URL:** <https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763>\
**Category:** The Drawing Board\
**Created:** [June 13, 2013, 9:42pm UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763 "2013-06-13T21:42:09Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![aiwant2tc](https://avatars.discourse-cdn.com/v4/letter/a/7cd45c/32.png) [@aiwant2tc](https://discourse.cataclysmdda.org/u/aiwant2tc)\
**Post date:** [June 13, 2013, 9:42pm UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/1 "2013-06-13T21:42:09Z")

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Basically, you can activate 10 grenades in a row, and no turn will pass (or 10 mininukes, or 10 goo canisters. Whatever, haven’t check all objects, though). It’s odd for me.  
That’s all. Quite a short request. Maybe, it’ll be hard to implement, don’t know.

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**Author:** ![Justice](https://avatars.discourse-cdn.com/v4/letter/j/958977/32.png) [@Justice](https://discourse.cataclysmdda.org/u/Justice)\
**Post date:** [June 13, 2013, 10:11pm UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/2 "2013-06-13T22:11:30Z")

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Well, theoretically, if you were wearing a snazzy grenade harness, then activation would be as simple as pulling it off the harness, leaving the pin behind and activating it. 😃

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**Author:** ![aiwant2tc](https://avatars.discourse-cdn.com/v4/letter/a/7cd45c/32.png) [@aiwant2tc](https://discourse.cataclysmdda.org/u/aiwant2tc)\
**Post date:** [June 14, 2013, 9:09am UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/3 "2013-06-14T09:09:39Z")

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We shouldn’t forget that Hollywood made us believe that the pin is easilly pulled from the grenade 🙂 . Otherwise grenades would blow up inside our rucksacks 🙂 . It requires a bit of time and strength 🙂 .  
Even in FPS video games where you’re sometimes killed even before you activate your grenade 🙂

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**Author:** ![AerialK7](https://avatars.discourse-cdn.com/v4/letter/a/dec6dc/32.png) [@AerialK7](https://discourse.cataclysmdda.org/u/AerialK7)\
**Post date:** [June 14, 2013, 10:25am UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/4 "2013-06-14T10:25:29Z")

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> [@aiwant2tc](#):
>
> Even in FPS video games where you’re sometimes killed even before you activate your grenade 🙂

Waddaya mean? They’re “Cooking” it xD essentially activating it waiting for the timer to go down (Wouldnt really be needed in real life, seeing shrapnel would fuck you up)

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**Author:** ![aiwant2tc](https://avatars.discourse-cdn.com/v4/letter/a/7cd45c/32.png) [@aiwant2tc](https://discourse.cataclysmdda.org/u/aiwant2tc)\
**Post date:** [June 14, 2013, 10:49am UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/5 "2013-06-14T10:49:41Z")

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I mean, even in FPS games or Hollywood movies you need time to pull the grenade’s pin 🙂 . Assuming that you have your grenade in your hand already oO .  
But who “wields” grenades in Cataclysm ? You need time to take the grenade and to trigger it.  
So… Imagine this. You take one grenade, activate it, put it back in your pocket/backpack, take another one, put it also back in your pocket. And no time passes while you do this. This is what Cataclysm is like 🙂 .

p.s. BTW, the grenade’s pin is not the only thing you have to pull out. There are some blocking mechanisms also. As I said, otherwise, grenades would blow up in our rucksacks. Or millitarys rucksacks oO .

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**Author:** ![AerialK7](https://avatars.discourse-cdn.com/v4/letter/a/dec6dc/32.png) [@AerialK7](https://discourse.cataclysmdda.org/u/AerialK7)\
**Post date:** [June 14, 2013, 1:17pm UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/6 "2013-06-14T13:17:11Z")

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> [@aiwant2tc](#):
>
> p.s. BTW, the grenade’s pin is not the only thing you have to pull out. There are some blocking mechanisms also. As I said, otherwise, grenades would blow up in our rucksacks. Or millitarys rucksacks oO .

I thought you pull the pin, and hold the pressure thing (I forgot what they call it) and when you let that go, a thing pops out _shrugs_ I dont know too much about hand grenades. But yeah. With a grenade belt it would be easier.

Also, if you drop a grenade on the ground (Inactive) and threw another one at it (active) would they both blow up? (In cataclysm)

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**Author:** ![aiwant2tc](https://avatars.discourse-cdn.com/v4/letter/a/7cd45c/32.png) [@aiwant2tc](https://discourse.cataclysmdda.org/u/aiwant2tc)\
**Post date:** [June 14, 2013, 2:05pm UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/7 "2013-06-14T14:05:09Z")

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Spoon ? Hold the spoon. Also, some grenades have some sort of blocking … safety clip ([scheme1](http://www.inertord.com/images/grenadeinfo/m61cut.gif),[example2](http://upload.wikimedia.org/wikipedia/commons/thumb/7/73/M-67Grenade.jpg/250px-M-67Grenade.jpg)).  
[wiki example](http://en.wikipedia.org/wiki/M67_grenade)

But anyway you can’t hold the spoon on two greandes at a time. You can’t even pull the ring from the second grenade, while you’r holding the first one. Cause pulling the ring requires some effort and strength.

Maybe, with a grenade pelt it would require less time to activate, but …that’s a whole different feature oO.

This feature is not about grenades 🙂 . Every item activation costs time. Even dropping items from your inventory costs some time.

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**Author:** ![Morrigi](https://avatars.discourse-cdn.com/v4/letter/m/5e9695/32.png) [@Morrigi](https://discourse.cataclysmdda.org/u/Morrigi)\
**Post date:** [June 14, 2013, 2:15pm UTC](https://discourse.cataclysmdda.org/t/activating-an-item-should-make-a-turn-pass/1763/8 "2013-06-14T14:15:56Z")

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It would make a certain amount of sense. +1.
