If you wish to +/- support (which I welcome) please reference the suggestion number rather than being vague.
What does this suggestion change/add/remove:
PD/Criminal suggestions
1) Add unarrest batton to NPC shop and allow raiding the PD without adverting, but only when NOT raiding the vault/bringing a loot bag.
Raiding the PD to unarrest a friend or gang member is basically non-existant on this server because the entire police force will see your advert, and there is no point organizing an entire gang force and risk losing expensive weapons to break a person out which you can do with maxnet or just wait 1-2 minutes. This allows sneaking in and getting someone out instead.
2) Add armory lockers like CC 4.0 had.
This allowed you to buy armory lockpicks at NPC shop (which seem to be on CG now but are errors and has no use?) and steal random weapons from the weapon lockers. This would be another option for raiding the PD that shouldn't require adverts. I think this would be particularly interesting for newer players who want to play criminal, but can not realistically raid the vault. By giving the armory lockers themselves a cooldown timer you don't really need a bunch of staff effort either to monitor these advertless PD raids and having to check whether they have broken a cooldown.
3) Loosen up FearRP and allow running from the police until tazered.
A lot of police-criminal interaction and RP is immediately broken up and cut short because facethewallorfearrp/tazered/arrested. However, allowing people to run from police would likely require more PD jobs to be given tazers, which in turn might require the banning of combat-tazing which a lot of people find annoying. Though as it stand now, combat-tazing is the only real purpose of tazers when looking at the rules, since running is not allowed when they have a gun and tell you to face the wall, even if I understand that they reduce the amount of fearrp sits from people who don't care.
The other day me and some people (mostly hobos) protested against the PD, and once we got hit by stunsticks we started fighting them with fists, but the situation got imediately ended because someone came and told us all to face the wall or fearRP and we all got arrested. Afterwards the protesting immediately stopped because what is the point in continuing? FearRP in these situations acts somewhat like powergaming using /me commands. Had fearrp not been a thing we could have continued the RP by scattering as they try to taze/arrest us, hire hitmen/bounty hunters to go after those who started stunsticking us, try to break any of us who get arrested out or otherwise continue the protest. This is just an example of a RP situation I think was somewhat ruined by the fearrp rule.
Mind that getting tazed/arrested is NOT the problem. Interactions getting shut down in an instant with a chatbind is my problem. I would welcome feedback from those who play PD regularly and whether people running away is so annoying that they actually prefer people being forced to comply and instantly being arrested, so you can continue wandering around the map with little going on a lot of the time. Though I also very much understand that staff might not want to convolute the rules with a bunch of exceptions to otherwise basic rules, and that PD might find it annoying if people run around corners and pull out guns every encounter so that they can't get arrests. Imo people should not be able to take out a weapon until they manage to break line of sight with PD, and only if they had the gun on them before the police interaction began.
4) Add an ability/feature for PD to track the murderer whenever someone is killed.
There is a tracker skill in the misc tree which could be used to save development effort for such a feature. This could either replace one of the more boring PD skills or be tied to specific jobs like FBI and CGSF specialist. The idea is that when a player kills someone they leave a trail that can be followed by PD for a short period, which requires them to evade police during that time. PD in turn need to cooperate and follow the "investigator" with the tracker ability to try find the killer. This would however need a way to investigate the body or murder scene to start the tracking ability, as otherwise you would just see every murderer leave a trail after them, even after murdering someone in a remote/hidden area.
Has something similar been suggested before? If so, why is your suggestion different?:
Not really
Possible Positives of the suggestion (At least 2):
These suggestions are intended to increase acitivity for PD and criminals, as well as allowing smaller criminals to sneak and break into the PD without having to invest in expensive equipment or having a large number of people, which is often required to raid the vault. I think this would be beneficial for newer players and those who are not part of large active gangs.
Possible Negatives of the suggestion:
N/A - This would need to be determined per suggestion. I have listed some cons and possible negatives in them.
Based on the Positives & Negatives, why should this suggestion be accepted:
I think trying to come up with ways to increase activity and reduce boring stale periods where nothing is happening is going to be very important for the server's longevity. These are some ideas that I came up with today that might help further that effort. Though I welcome all criticism and feedback to my suggestions, or other ideas how things could be done better.
What does this suggestion change/add/remove:
PD/Criminal suggestions
1) Add unarrest batton to NPC shop and allow raiding the PD without adverting, but only when NOT raiding the vault/bringing a loot bag.
Raiding the PD to unarrest a friend or gang member is basically non-existant on this server because the entire police force will see your advert, and there is no point organizing an entire gang force and risk losing expensive weapons to break a person out which you can do with maxnet or just wait 1-2 minutes. This allows sneaking in and getting someone out instead.
2) Add armory lockers like CC 4.0 had.
This allowed you to buy armory lockpicks at NPC shop (which seem to be on CG now but are errors and has no use?) and steal random weapons from the weapon lockers. This would be another option for raiding the PD that shouldn't require adverts. I think this would be particularly interesting for newer players who want to play criminal, but can not realistically raid the vault. By giving the armory lockers themselves a cooldown timer you don't really need a bunch of staff effort either to monitor these advertless PD raids and having to check whether they have broken a cooldown.
3) Loosen up FearRP and allow running from the police until tazered.
A lot of police-criminal interaction and RP is immediately broken up and cut short because facethewallorfearrp/tazered/arrested. However, allowing people to run from police would likely require more PD jobs to be given tazers, which in turn might require the banning of combat-tazing which a lot of people find annoying. Though as it stand now, combat-tazing is the only real purpose of tazers when looking at the rules, since running is not allowed when they have a gun and tell you to face the wall, even if I understand that they reduce the amount of fearrp sits from people who don't care.
The other day me and some people (mostly hobos) protested against the PD, and once we got hit by stunsticks we started fighting them with fists, but the situation got imediately ended because someone came and told us all to face the wall or fearRP and we all got arrested. Afterwards the protesting immediately stopped because what is the point in continuing? FearRP in these situations acts somewhat like powergaming using /me commands. Had fearrp not been a thing we could have continued the RP by scattering as they try to taze/arrest us, hire hitmen/bounty hunters to go after those who started stunsticking us, try to break any of us who get arrested out or otherwise continue the protest. This is just an example of a RP situation I think was somewhat ruined by the fearrp rule.
Mind that getting tazed/arrested is NOT the problem. Interactions getting shut down in an instant with a chatbind is my problem. I would welcome feedback from those who play PD regularly and whether people running away is so annoying that they actually prefer people being forced to comply and instantly being arrested, so you can continue wandering around the map with little going on a lot of the time. Though I also very much understand that staff might not want to convolute the rules with a bunch of exceptions to otherwise basic rules, and that PD might find it annoying if people run around corners and pull out guns every encounter so that they can't get arrests. Imo people should not be able to take out a weapon until they manage to break line of sight with PD, and only if they had the gun on them before the police interaction began.
4) Add an ability/feature for PD to track the murderer whenever someone is killed.
There is a tracker skill in the misc tree which could be used to save development effort for such a feature. This could either replace one of the more boring PD skills or be tied to specific jobs like FBI and CGSF specialist. The idea is that when a player kills someone they leave a trail that can be followed by PD for a short period, which requires them to evade police during that time. PD in turn need to cooperate and follow the "investigator" with the tracker ability to try find the killer. This would however need a way to investigate the body or murder scene to start the tracking ability, as otherwise you would just see every murderer leave a trail after them, even after murdering someone in a remote/hidden area.
Has something similar been suggested before? If so, why is your suggestion different?:
Not really
Possible Positives of the suggestion (At least 2):
These suggestions are intended to increase acitivity for PD and criminals, as well as allowing smaller criminals to sneak and break into the PD without having to invest in expensive equipment or having a large number of people, which is often required to raid the vault. I think this would be beneficial for newer players and those who are not part of large active gangs.
Possible Negatives of the suggestion:
N/A - This would need to be determined per suggestion. I have listed some cons and possible negatives in them.
Based on the Positives & Negatives, why should this suggestion be accepted:
I think trying to come up with ways to increase activity and reduce boring stale periods where nothing is happening is going to be very important for the server's longevity. These are some ideas that I came up with today that might help further that effort. Though I welcome all criticism and feedback to my suggestions, or other ideas how things could be done better.
Upvote
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