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Thread: different cop mechanics

  1. #1
    Donating Player BlueBaron's Avatar
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    Post different cop mechanics

    as most of you know i am cop 99% of the time,i hope that this coming from me (other than many other people) and not from more "balanced" players or steady civilians will help in bringing this idea to blacklite,so if you agree upvote this and comment,then we will think about the next move.


    Current cop duty is way too easy for the cops once a criminal is on foot,and all it takes to radically improve this is to change two functions:

    1) the arresting act itself. arrest should ONLY be allowed when the cop has handcuffs selected (which would be provided to cops) and is right next to the criminal who either has surrendered voluntarly or has been tasered as i'll explain below (if none of these things have success you can and should attempt a takedown)

    2) the taser. it shouldn't be a command like /tz or anything,affecting whoever is in range,rather it should be a modified pistol (considering SA:MP limitations) that only shoots one "round" (until recharged,which should take some time) to distances up to 50 mt and needs to be aimed at the target in order to take effect: if the cop hits the target the tazering effect should last longer (at least 15 seconds imo) thus allowing the cop to close in and arrest the suspect with handcuffs

    i thought about this and i think it would be perfectly balanced,making cop duty a bit harder overall but not too much,making the game much more funny and challenging on both sides,and given the fact that cops are more likely to legitimately shooting down a target (if criminals don't surrender right away and they fail tazering) we might see a few more surrenders on the criminal side which would make the whole pursuit a more intriguing situation,with compromises being taken into consideration and more "interaction" between cops and robbers

    to sum it up,even if i love sacnr and would keep playing anyways,my hopes here are to make sacnr more like a "cops and robbers" instead of a "mouse vs cat" thing,which is what i feel it is right now

    suggestions accepted of course
    Last edited by BlueBaron; 31-10-2016 at 11:25 PM.
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  2. #2
    SACNR Veteran Charles_Bukowski's Avatar
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    As an admin who played cop for years (literally) this isnt enough.


    Can we ask ourselves why is it the burden of cops to 'safely' arrest playesr?


    Part of issue is the rules -

    But I want to ask why is it that wanted players cant be given the option to officially give up. That is, Handsup command, instantly freezes you, instantly makes cops arrest you if they are close by.

    This is not real life.

    There are weapons in the game, they need to be used in every oppertunity because they make the game more based on skill rather than a cat vs mouse as you put it. (at least moreso than flying a rustler to any given player, type ej and then ar.

    Bigly.

    We've been saying it for years.

    Hate to 'trash' a suggestion thats working in the right direction but this is not enough.
    Last edited by Charles_Bukowski; 01-11-2016 at 11:22 AM.

  3. #3
    BOOYAKASHA
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    fuck /ar thats the biggest reason why server ded

  4. #4
    The Caporegime Scarface's Avatar
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    I personally enjoy the way it is, however it can be OP at times. Wouldn't mind seeing a few changes occurring.

  5. #5
    Donating Player PwnFlakes's Avatar
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    I wholeheartedly agree with /tz needing to be a 1-shot modified weapon. That just makes sense, although it'd need to be implemented in a way that wouldn't *overwrite* that weapon if you had something in that slot.

    The /ar problem is much bigger, and needs to be thought through. Yes we know it's insanely overpowered, /ej /ar boom they're done.

    Just throwing some ideas around.

    1) A x-second timer after /ej'ing or leaving a car, that you cannot arrest criminals in that timeframe?
    Issues
    What about carsurfers? Fuck knows. Probably can't script that very easily, or desync will mess it up anyway.
    What will cops do in the x-second timer whilst they cannot arrest? Fight the criminals, stay alive, and /arrest if they can after the timeframe has passed.

    2) A timer that starts when you get within a certain proximity of an on-foot red, meaning you can't arrest them until you've been in that proximity of them for x seconds OR until x seconds has passed since you entered their proximity. Starts from the moment you get close enough.

    3) /ar RNG, maybe make '/ar' simply fail sometimes?
    3.5) /ar conditional failure, if the cop is <10hp and the red has full health/armour, or if the cop is trying to /ar someone in a group with many reds etc, it would fail?

    4) /ar taking time -- this one's a good one: You /ar a player, it says "Attempting to arrest...". During this "attempting to arrest" period, the red is able to move/shoot and kill/run.

    If the cop dies/the red player kills the cop, the arrest is cancelled. <-- allows for a chance to kill and survive, more of a "fair" fight.
    If the red player gets out of an x perimeter/proximity, the arrest is cancelled <-- allows for a chance to escape.

    Cops taking down when they can /ar?!?!?! BAN???

    Takedown instead of /ar, the rule, needs work.

    Takedown has no further detrimental affects on players apart from the following things:
    • The player loses their armour -- how to address this? If they do /handsup, it stores their armour percentage, and if they are taken down it will restore it to what their armour was when they did /handsup. Additionally it will restore their armour if their armour was shot whilst they are doing /handsup, and they were just /ar'd when they were low. Or just make it so you don't keep armour in jail anyway. What jail is going to let you into your cell with a fuckin kevlar on. 500g of weed I get, it's obv in the asshole. Kappa. But I think the /handsup idea is better.
    • The players vehicle unlocks -- how to address this? could be scripted to not unlock, or again, could be dependant on whether or not /handsup was done.
    • The players name is in the death list -- /woet


    The whole issue of "takedown when can arrest" is a bit silly anyway, it's like anyone who's really complaining about it is only complaining because it's against the rules, and they're sour they just got taken down.

    If you are taken down and they could've arrested you, who cares? If they were within /ar range you were probably already screwed -- you should be happy you were given more time to shoot back instead of them 1-click-arresting you.

    If you are taken down and you were very far away, then it's one of the following
    1. You're carsurfing running away, and the cops shooting at the car killed you. That's fine, happens all the time and it's your own fault.
    2. You're in your car running away, and your car explodes and you die, or you /ej too late and die. Again that's fine, you're resisting arrest and should've /ej'd earlier if you wanted to avoid death.
    3. You're standing still across a body of water, for example, and cops are shooting at you because they can't get to you easily. With my idea, just /handsup and accept your fate, or try and run away!

    I'm not sure which of the suggestions above is the best, or if there needs to be elements of them all in there, but I'm sure paired with /handsup and with work done on the takedown rule, those suggestions could make for a much more balanced and fair cop and criminal fight.
    Last edited by PwnFlakes; 01-11-2016 at 01:44 PM.

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  6. #6
    The Uruguayan Hernyx_UY's Avatar
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    Quote Originally Posted by PwnFlakes View Post
    I wholeheartedly agree with /tz needing to be a 1-shot modified weapon. That just makes sense, although it'd need to be implemented in a way that wouldn't *overwrite* that weapon if you had something in that slot.

    The /ar problem is much bigger, and needs to be thought through. Yes we know it's insanely overpowered, /ej /ar boom they're done.

    Just throwing some ideas around.

    1) A x-second timer after /ej'ing or leaving a car, that you cannot arrest criminals in that timeframe?
    Issues
    What about carsurfers? Fuck knows. Probably can't script that very easily, or desync will mess it up anyway.
    What will cops do in the x-second timer whilst they cannot arrest? Fight the criminals, stay alive, and /arrest if they can after the timeframe has passed.

    2) A timer that starts when you get within a certain proximity of an on-foot red, meaning you can't arrest them until you've been in that proximity of them for x seconds OR until x seconds has passed since you entered their proximity. Starts from the moment you get close enough.

    3) /ar RNG, maybe make '/ar' simply fail sometimes?
    3.5) /ar conditional failure, if the cop is <10hp and the red has full health/armour, or if the cop is trying to /ar someone in a group with many reds etc, it would fail?

    4) /ar taking time -- this one's a good one: You /ar a player, it says "Attempting to arrest...". During this "attempting to arrest" period, the red is able to move/shoot and kill/run.

    If the cop dies/the red player kills the cop, the arrest is cancelled. <-- allows for a chance to kill and survive, more of a "fair" fight.
    If the red player gets out of an x perimeter/proximity, the arrest is cancelled <-- allows for a chance to escape.

    Cops taking down when they can /ar?!?!?! BAN???

    Takedown instead of /ar, the rule, needs work.

    Takedown has no further detrimental affects on players apart from the following things:
    • The player loses their armour -- how to address this? If they do /handsup, it stores their armour percentage, and if they are taken down it will restore it to what their armour was when they did /handsup. Additionally it will restore their armour if their armour was shot whilst they are doing /handsup, and they were just /ar'd when they were low. Or just make it so you don't keep armour in jail anyway. What jail is going to let you into your cell with a fuckin kevlar on. 500g of weed I get, it's obv in the asshole. Kappa. But I think the /handsup idea is better.
    • The players vehicle unlocks -- how to address this? could be scripted to not unlock, or again, could be dependant on whether or not /handsup was done.
    • The players name is in the death list -- /woet


    The whole issue of "takedown when can arrest" is a bit silly anyway, it's like anyone who's really complaining about it is only complaining because it's against the rules, and they're sour they just got taken down.

    If you are taken down and they could've arrested you, who cares? If they were within /ar range you were probably already screwed -- you should be happy you were given more time to shoot back instead of them 1-click-arresting you.

    If you are taken down and you were very far away, then it's one of the following
    1. You're carsurfing running away, and the cops shooting at the car killed you. That's fine, happens all the time and it's your own fault.
    2. You're in your car running away, and your car explodes and you die, or you /ej too late and die. Again that's fine, you're resisting arrest and should've /ej'd earlier if you wanted to avoid death.
    3. You're standing still across a body of water, for example, and cops are shooting at you because they can't get to you easily. With my idea, just /handsup and accept your fate, or try and run away!

    I'm not sure which of the suggestions above is the best, or if there needs to be elements of them all in there, but I'm sure paired with /handsup and with work done on the takedown rule, those suggestions could make for a much more balanced and fair cop and criminal fight.
    I like your ideas, I would add as an alternative to #3: /ar won't work if the red players has more than 30% health. That way cops must engage in a shootout before arresting. Would make it more fun.

  7. #7
    Old Bastard [WT]Dirty's Avatar
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    This....
    Quote Originally Posted by PwnFlakes View Post
    The whole issue of "takedown when can arrest" is a bit silly anyway, it's like anyone who's really complaining about it is only complaining because it's against the rules, and they're sour they just got taken down.
    the reason behind civ frustration with this is that sometimes even when you give up and go to let a cop arrest you they sometimes still take you down...which is shitty because if a criminal doesn't play the situation just right when defending themselves then they can be banned for cop hunting. but cops who "Robbber Hunt" usually get away with it...and if they aren't noobs then the two players will then argue whether they were close enough and threaten to report. that shit needs to change.

    Anyway, glad this was brought up again, by a respected cop. That might help and here's my two cents on the subject...

    Change the Wanted Level System
    - A new colored dot for wanted level status - Players could turn from White(or yellow) to Orange = Robbing two players without paying a ticket, robbing small profit places like fast food or ammu.
    - Change the Wanted Level Stars to: 1-2 stars = yellow. 3-4 stars = orange. 5-6 stars = red
    (Red players would be for crimes like robbing banks, casinos, player owned props and murder)
    - Orange players can be arrested with /ar. Red players cannot.
    - Criminals who do not want to risk dying to cops can use /handsup which should freeze them for 10 seconds and temporarily activate god mode so cops can't kill them. this would help reduce noobs who kill instead of /ar as well.
    (Note: Icon Map markers color would need to be changed to green or something)

    Changes for Cops:

    - Introduce a Cop Rank System based on experience - (amount of takedowns/tickets = lvl gain and more money while doing their job)
    - Take downs help gain job experience points faster. Maybe something like 1 point for /tk. 2 points for /ar and 4 points for take down.
    - /ar and /tz only works on (Orange Dot) wanted players. Red wanted players would have to be taken down but are worth way more money.
    - /ar works normally if the cop's last vehicle driven was either a plane or a boat.

    Also, I just want to say (and i hope we can just be honest with ourselves and with the state of the server and with similar competitor venues that are out there) that in order to revitalize this place we should really try to give players a different and more exciting experience here. Other servers have fun things to do like buy clothes and gambling...but we don't. Other servers have shitty arrest systems and we do too. So since our activities are limited then I think we should really consider changing the game play to set ourselves a part as a more unique cnr server by making things more exciting when it comes to cops vs robbers...i'm sorry for becoming really redundant at this point because i tried addressing some this in a semi recent long rant thread about being able shoot each other more but seriously tho....
    if taking each other down was more encouraged then there wouldn't be as many bans due to the timing limitations built into the rules. less banned players = more server activity. less confusion, less complaining, and more entertaining chases and show downs is what we need. I know people hate DMers but i think there is a happy medium that we could find that would make this place a more exciting place to play again.
    Last edited by [WT]Dirty; 01-11-2016 at 02:58 PM.

  8. #8
    +1 to the original suggestion and PWNFLAKES #3.

    That rule about cops and civilians killing each others needs a big change, only if you want players to stop complaining about being hunted/taken down. Pretty sure all of us complained at least once about cop hunt/take down instead of arrest. Why should I spare cops life when they are on foot or running away after they shot at me? They are the ones who did not care about losing medical fees, they always have the advantage, its really shitty to spare their life when you can take it, they lost, well too bad that is the punishment! Even though I am saying this right now, with the current rules if I was killed as a cop when the criminals could have escaped without killing me, I will report them if I had the time for it (hmm). Hope you understand why the rules about this should change.

  9. #9
    Donating Player Pexxious's Avatar
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    Nice idea,but i highly doubt people will get why that is nice,+1 from me tho

  10. #10
    Welsh Zombie Miner Magmaring's Avatar
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    +1 pro idea!

    You run up on me, I'ma spray

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