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Everything posted by SquirtleSquad
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Fix Store robberies, remove automatic alarm.
SquirtleSquad replied to John Nut's topic in Criminal Suggestions
Come onto the night shift. There will be massive sprees that happen, and it's uncommon for crims to get caught. You can guess as to why that is. From an off-hours perspective, I have no issue with how the things currently are. Remove it, and night shift is boring, as we have no idea what's going on, and it's just even more of a bigger win for crims, with 0 RP interaction from any LEO. -
Demerit Reduction Classes/Quiz
SquirtleSquad replied to Diego_Montoya's topic in Implemented Suggestions
Police Officers don't make laws, as stated above. They just enforce the laws. There are other government departments that would be specific to this. Think in regards to your actual city/state/country on how laws are done there. Drivers license's aren't, in most countries afaik, issued by the Police Department. There's an entire government division dedicated to issuing licenses, handling license plates, vehicle registration, etc. That should give you a bit of a nudge on what @Requiem is hinting at. -
+1 I like this idea. That or even a movable 50lb grill that you can deploy not just from your house for like a beach party or whatever would be neat!
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I'm curious, did you successfully pick lock the entry in one try, or did it take multiple tries? Did you have VOIP running on accident? Did you accidentally take a step forward while not walking or something? I feel like a description of some of the actions and number of times would help admins determine if this is an actual bug rng vs other conditions that's player based.
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Add an action timer to equipping and unequipping things in /fl
SquirtleSquad replied to Sigma's topic in Civilian Suggestions
When you say bikes, do you refer to LEO bikes outside of Baggers? Like Shinobis and BF's? -
Add an action timer to equipping and unequipping things in /fl
SquirtleSquad replied to Sigma's topic in Civilian Suggestions
Not going to turn this into a LEO vs Non-LEO thing, but I am going to provide context of my reply based on my LEO experience. So the thing with this is that when you open your inventory in a car, it triggers the opening and closing of a glovebox. I think people are accustomed to doing to either put on, or take off a mask, such as when pulled over for a traffic stop, and if we, coming ONLY from a PD side of this, were to question if we would have seen them opening their glovebox, people could become a bit unnerving about it. This being outside of the scope of the thread, I think being able to open your inventory in a vehicle a different /do message should appear over your head if you remove something from the glovebox. I think this would allow for more diverse RP and interesting RP /do scenarios for the non-occupant individuals. If the individual not in the car doesn't take advantage of this, that's on them. The only time spawning in a weapon through /fl is acceptable, is if there was sufficient RP to retrieve the weapon from the armory, and RP placing it in the vehicle, as well as RP removing it from the vehicle. The time it would take to /fl it and equip is longer than if you were to get out, open your trunk, and equip it from there. There are times where certain RP situations require us to despawn, and allow us to respawn weapons, but if the previous RP wasn't done, then yeah that's questionable. When I'm patrolling on the PD Mary Bike, we aren't allowed to have heavy weapons on our backs as it's non-rp. So before getting on, you RP racking it, then remove it with /fl, then when you unrack it, you equip it with RP. -
Dump the rule break for talking on radio when being captured/arrested
SquirtleSquad replied to JohnnydaHo's topic in Archive
Basically, the rule is in place to negate people doing CSGO callouts while being arrest. Things like "Legion Square, 3 here." Then all of a sudden you have 3+ cars rolling up with guns to shoot cops so that you aren't arrested. As Jet said, the same holds true for PD. When we get scriptly injured, we can't use radio, we can't use panic, if we're in TAC, we don't make any sort of callouts until we're discovered. -
It can take up to 24 hours, but more often than not, within a couple hours.
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+1 from me on most of these. Would love to see other suggestions as well! Like a Mechanic app, Coroner's app (once the job is fixed)
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I think taking this a step further is following the Beginner Guide to Owning a Firearm things outlined, such as having the weapon unloaded, meaning there would be ammo, but the weapon would be unloaded, and within a safe in the trunk, or even a step further, in a locked glovebox. Now the locked glovebox would require dev work, as we do not currently have a way to lock a glovebox. Instead of just being able to open the trunk, as you mentioned, when you "chop" the trunk, you gain access to finding a safe, or lockbox of sorts, that you can open to see if it is in there. Could even reward more with other additional jewelry which can be pawned off for more profit. I think this would help add more immersion to obtaining a gun from an NPC car. Granted not "every" human will oblige to the Gun Safety Guidelines, so that could also be taken into consideration for the percentage find rate. I also like the idea of you are chopping the car, finding it hidden somewhere.
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Again, there are things going on internally that may occur that would end up taking priority over responding to impound. That said, I don't think there's a viable solution to automate this for people. There are internal policies that would need to be readjusted, and adding things like a timer for someone with an active warrant, or suspended license would just add even more to the already existing number of things LEO's have to respond to.
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Here's the thing, LEO doesn't ignore the requests. Just like with any other faction, you don't know what's going on where a LEO doesn't immediately respond to a bell ring. There's been countless times I've gone to respond, only to either be called out to another scene.
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I'm on the fence of this. While the idea is neat, and interesting, the issue comes to "night shift", when there is only one to two PD units on, and a couple SD units on, or when there is only one MD unit on. You would essentially need to create a whole new faction dedicated to just this alone, otherwise, night shifts just run into a stale night of no ones 911 calls coming in. If the suggestion is, if no one is on shift, then it defaults to the current system, then that could work. This would open up the possibility of more jobs for those who don't just want to do construction and/or trucking all day. If you have a suggestion for when there's no one on shift, I'd love to hear it.
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I'm on the fence on this one. I like the idea of being able to help citizens scriptly to get their vehicles back, especially during off hours like @TheCactus said, especially cuz we are usually responding to priority calls. Impound sadly is not a high priority call for us. We don't ignore the requests for it, but sometimes we're on the other side of the city, and on the way in, get someone doing 200 km/h on San Andreas Ave, or a call about an ATM robbery, shots at LSC, a construction worker stabbing another worker cuz they took their hazard placement point, or a number of other things. On top of that, there's a few things that need to be taken into account. When a LEO is at impound, we need to check license to ensure your license is not suspended, we need to check BOLOs to see if there's any exact confirmable matches, check to see if you have any charges warranting an arrest, all these things I think would be hard to deal with scriptly. On the other hand, looking at it from a civ point of view, it's annoying. You sit there for 30 mins, an hour, two hours, no one has come yet, you place a 911 non-emergency call, which isn't needed, we all can see the request at impound. No one shows. You wait another 30 mins, still no one. It's annoying, it's a horrible experience, you are basically just sitting there AFK until someone shows up. So I get that a scriptly thing is needed, and desired. I just sadly cannot think of a way that meets the internal tasks that LEO goes through to release a vehicle, as well as the loss of RP due to it. Case; I responded to a impound release request, and once there, the individual who was requesting to have his vehicle released, tried to hide the part on his license that said it was suspended. However, once RPing the /license ID, ignoring the suspension, the cover up RP was a bit shoddy and vague in description, and I was able to see something off on the license. Got to RP checking the MDC for the validity of the license status, RP the interaction explaining that the license is expired, etc. It was fun, it was different, it was a clever attempt to surpass the requirements needed to be met to release a vehicle.
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-1 Nothing as of right now needs to be changed majorly for the house robberies imo. LEO will not be staking out in front of known spawn points for robberies. We have too many other things going on to be set on just dedicated stake outs, not to mention during the off-hours, there's not enough units to afford to do this. What you might see is more varied patrols, but not stake outs. It's also not RPly realistic to stake out spawn points, and we've been discouraged OOCly to do this as well. We want to give crims a chance to succeed, especially since they already have a hard time making money as is.
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Add an action timer to equipping and unequipping things in /fl
SquirtleSquad replied to Sigma's topic in Civilian Suggestions
This, and removing the ability to change frequencies when cuffed. +1/-1 I'm on the fence on this one. It's supposed to be any interactions to be /me and /do's of putting on uniforms in the field, changing load outs and such. Again, I've come into issues where I've gotten stuck in an animation, can't cancel it, and it just fucks everything up, which is just puts people in unfair situations. I can see the loadout timers being useful to punish those who are not really doing their /me's and /do's, but it's also punishing those who are doing their /me's and /do's. I mean, if we're going this route, then changing clothing for those not using /fl should have a timer. Changing your shirt? Takes time. Changing your shoes? Takes time. Why limit it just to /fl? -
This is what I was thinking, but there are times during off hours where you're the only one. People could try and coordinate a frequency, and pass it along in the IC forums, and try to relay that ICly when on the job, but I agree a predefined set freq would be a nice thing to have. +1 for the overall idea.
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So, there's been a few times where I've come to work at Burgershot, and noticed the produced stock is completely empty. No cooked meat, no prepared meals. What I would want to propose is keeping the time it makes to cook the meat, the time it takes to make fries as is, but reduce the length it takes to craft the final product. In my opinion, it taking almost 2 minutes to deep fry potatoes for fries is fine, and same for cooking the cow's meat, however I think that it taking almost 2 minutes to craft one burger, hotdog, submarine, or taco is a bit outlandish. I think reducing that down to 45-60s is sufficient for anyone who clocks on, and has 2 tables to work with to make food, while people are standing at the counter waiting for food, would make the flow a lot better. Usually when you're in a fast-food joint, it can about 3-5 minutes to make food from the time of the order, and that seems to correlate to in the game, however, in the game, people aren't going to sit about waiting 10-15 mins for 2-6 burgers to be made. Example of the issue: I clocked onto Burgershot last night, and in the fridge was 4 submarine sandwiches, and 0 cooked meat. It took me about 1h 45 mins to end up with about 6 Subs, 6 Tacos, 18 Burgers, 4 hotdogs and 8 fries, since 2 crafting tables, 2 meat grilling stations, and 3 frying stations.