What does this suggestion change/add/remove:
The base premise of this suggestion is the removal of Fear-RP whilst adding various mechanics to allow roleplay to flow more whilst not leaning towards a bloodshed of mass-murder. At the moment, Fear-RP is being artificially forced onto the player via a ruleset, which ironically is constricting roleplay. So, what exactly am I proposing?
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
At current, I genuinely believe roleplay is being artificially constricted by the Fear-RP rule, and causing RP scenarios to always end up too similar. I've set out above the ways to get around removing the rule successfully to allow RP to organically develop and let player's creativity flow. I'm open to you all to suggest more additions as to make this as smooth a transition as possible to implement, as I'm sure there are more great ideas to help. I look forward to reading your suggestions and comments!
The base premise of this suggestion is the removal of Fear-RP whilst adding various mechanics to allow roleplay to flow more whilst not leaning towards a bloodshed of mass-murder. At the moment, Fear-RP is being artificially forced onto the player via a ruleset, which ironically is constricting roleplay. So, what exactly am I proposing?
- The removal of the Fear-RP rule: This is the base of the problems in many RP situations, especially with the police. Allow instead actual fear within roleplay to thrive, making people afraid to die instead of pulling their own weapon (naturally this cannot apply to every situation). At the moment the rule restricts roleplay, as you can't try to run away, escape or attempt anything which could currently be considered breaking that Fear-RP unless the person who has you captured/under their sight does something stupid like wander off or look away. Criminals need to be made to actually roleplay, think and be CLEVER, instead of just pointing a gun at someone and just be like "Gun is now at your face, you are now my robot". Not only that but this rule dictates how a scenario will play out; it isn't roleplay if scenarios only end up one way.
- Add a Weapon Switching Delay: Now this isn't what you might think and I'd be open to alternatives which have the same effect. If you add a small delay of around half a second, something to indicate to the aggressor the victim is about to retaliate. Those who argue against sneak play will be impossible? You could remove any kind of delay on weapons that are knives and pistols, ones which are either restrictive or less powerful, which would give more use and desire to these weapons.
- Equip the taser to all police: This is essential to allow police to actually do their job. I find it bizarre they don't currently have them, because there is no option but to kill someone most of the time without a means to disarm the suspect. For a job which is meant to kill as a last resort, it does an incredible amount of killing. This will then also allow police to actively attempt to arrest the suspect by disarming them. Combat tasering I hear? Personally, police should use common sense when the taser should be deployed as opposed to the firearm, and running into a raid with a taser should be Fail-RP.
- Equip Criminals with additional equipment: The best way to allow this change to thrive for criminals is giving the general category of jobs the ability to purchase items to assist their crimes. Anyone should be able to purchase strong rope (the kind which blinds/gaga/ties etc), and allow this either to be purchased at an NPC and/or be a permanent upgrade. Make the tying up quick enough when approaching from behind, they will be disabled. Some jobs have the disguise swept, which helps to shroud the suspension someone might have when a stranger approaches.
Possible Positives of the suggestion (At least 2):
- Allows roleplay to thrive by allowing players to be more creative.
- Allows players to not be restricted within a roleplay scenario and having the feeling of deja vu.
- Allows police to aim more freely to achieve the end goal of arrest more often and aim to save lives, not take them.
- Gives criminals more tools to enable their trade and not restrict too much into one job.
Possible Negatives of the suggestion:
- Some players may Powergame and/or Fail-RP without a rule in place to stop them holding someone hostage.
- Taser could be abused with excessive tasering in raids; this could be combated by not allowing its use in raids and cracking down on abuse of the taser (e.g. should be used as little as possible as not as a torture tool almost).
- Some could argue that the weapon switching delay is frustrating (despite I'd argue only a small half a second delay on a limited number of larger weapons).
Based on the Positives & Negatives, why should this suggestion be accepted:
At current, I genuinely believe roleplay is being artificially constricted by the Fear-RP rule, and causing RP scenarios to always end up too similar. I've set out above the ways to get around removing the rule successfully to allow RP to organically develop and let player's creativity flow. I'm open to you all to suggest more additions as to make this as smooth a transition as possible to implement, as I'm sure there are more great ideas to help. I look forward to reading your suggestions and comments!