-
Posts
1,867 -
Joined
-
Last visited
-
Days Won
49
Everything posted by Bala
-
3 months too early you mean
-
You don't get money from the mine, you get money from the foundry.
-
Suggestion Overview Make the Mining interior a no crime zone. That's everywhere inside mine from the entrance right through the shaft to the back. Why? The mine itself is incredibly dark and narrow. It's a hazardous work space with little to no room to manoeuvre, both for victim and attacker. You fire a gun in there, you would realistically just be as likely to hit someone else not involved or hit the rocks which presents other issues including ricocheting bullets which could then injure you also. It's a legal job and the mass-robbery impacts the usefulness of that job. Actually seeing the contents of a person's inventory would be quite difficult inside a mine shaft because it's almost pitch black so how would you know what to take. I was content with the robbing of fishermen because the pier was a reasonably open space. You were still likely to get robbed, but you at least had a chance to do something. Robbing people while inside the mine for me eliminates that chance and crosses the boundaries into non-realism. If we hope to have any kind of good role-play standard on this server, we can't really be having things like this occur. The bread and butter of robbing miners as far as I can see it is robbing people AFTER they've sold their ore. The Foundry has two exits, it has a more open space and is much better lit than the mine and you can see what's around you. If something doesn't smell right at the Foundry, you don't have to risk dropping your ore there at that time. My suggestion also doesn't stop people from being robbed OUTSIDE the mine so it's not that I'm against Miners being robbed, it's just the circumstances of them being robbed INSIDE the mine that bothers me.
-
I think they can bring something extra to clubs and such if used correctly. The way they are currently set-up though isn't good. At the very least have a command to toggle them for yourself personally so if you don't want to hear it, you aren't forced to. For a server so dependent on voice roleplay, why would you add stuff like this that is inconvenient to ignore.
-
We could get rid of /release if we implemented this perhaps as well. 311 would be a good idea. It's similiar to 911 but not so close to it, people might call it by mistake.
-
This is just my opinion but I really don't like medical role-play and while your suggestion is more realistic and in itself, a good suggestion, I don't want it to be implemented. Medical Roleplay is far too text-based, you're constantly having to answer /do's, you aren't really in a position to do much either than lie there. MD don't have any props beyond their uniforms and their Ambulances. You then have to be dragged to the ambulance and taken all the way to either Sandy Shores MD or the new Central MD, only then to be healed. What it comes down to for me is that watching or being involved in medical roleplay is just simply, boring. As such, I don't want to see more of it. I'll participate in it if I have to but it's not something i'm going to vote for more of.
-
If you killing someone for a lockout tool, you should be banned from the server lmao
-
Oh no, a cop suggestion! 'fraid so. I want to suggest that a lockout tool for police be added to our equipment so that we can more successfully enter vehicles when we need to. Currently, we have to use bobby pins like everyone else but our goal when unlocking a vehicle isn't to steal it like non-cops, it's to check the contents and/or if it was complicit in a crime. It's a little bit awkward standing there going through a bunch of bobby pins like a common thief especially if there is a crowd. I think there should be some distinction between bobby pins and a lock-out tool so people can see for themselves we're doing our duty, not doing some shadiness. Don't mistake this as I want it to be 100% unlocking perfection or "another OP cop tool". If the bobby pin rate of opening is say 30 seconds, the lock-out tool can be 60-90 seconds. If the bobby pin rate of success is say 25%, the lockout tool should be 75% as it is a better piece of equipment. Once the lockout tool successfully unlocks a vehicle, it would become unusable so you'd have to get a new one from the PD, this would prevent abuse. It would also be an inventory item so if cops would have to be responsible for it. Not leave it laying around or take it out unnecessarily.
-
Welp thats that, the OG has spoken
-
Damn, first Madd Dogg, now Darius Bivins. I gave him $500 and he told my friend he spent it on Gas but I think i accidently enabled his drug habit. I'll try and make it.
-
I mean, I only need to take one look at your signature to know you wouldn't be in favour lmao, as much as we are the police, people OOCly have to police their behaviour and how they roleplay. Unless there is a sandstorm or a airborne virus, you don't need to be masked all the time.
-
Honestly, this is probably under the surface a cops and robbers server. I'm not saying that civilian roleplay isn't important, because all roleplay is important but civilian roleplay is always going to be crushed underneath the heel of criminal roleplay. Most people here are criminals (whether in a gang or not) or cops so I suppose naturally you cater to those two groups with how you balance things. I hope that a suggestion like this might give you at least a little rest when doing your roleplay Reckless, as people hopefully wouldn't bother as much with innocent civilians when they know they don't have as much on them as the other factions would for example and it's not worth getting caught for a sum so small.
-
@padpilot I think that's why it's important to find a number that we're more or less all willing to live with. I believe I said in my original post that PD needs criminals, it wouldn't be in our interests for crime to stop altogether but I do think criminals are far too brazen and open about their activities in this server. This is in part because they know even if they get caught, the most they'll do is two hours or 90 minutes with VIP. So I think we all know the number isn't 2. That being said, we start fucking people with 6-8 hour sentences and it'll impact criminal roleplay too much and also cause more PD v. Criminal drama which ideally we're looking to avoid. Based on the assumption that your average criminal plays 3 hours a day, I think 5 hours is the magic number for this server. That's enough time to make a prison break worth it, enough time to get some prison RP between DOC/Prisoners and also, too much to spend it all AFK but not so much you're spending 2-3 days of your week sitting in the slammer. I feel like my suggestion doesn't kill crime off but there is also the penalty there for those that constantly break the law or do the high level stuff. Oh and as an edit, criminals don't need overblown lawyer/court shit. It's not gunna get done right, criminals just have to feel cops are accountable for their arrests and an independent panel would achieve that IMO for the cases where it's most impactful.
-
There you go devs, Eclipse's Pablo Escobar likes this idea so what more do you need?
-
I came from a smaller server where people using masks excessively was seen as a problem and that it didn't make for good role-play in a role-play server. There was the idea that the mask was supposed to be used to hide your face only when doing illegal activities, not to walk around mostly anonymously. Here it's widely accepted and practised by a lot of people, so I think getting rid of it or going the full way with it might potentially split the community further. Personally, I just accepted that everyone masked up and I got on with it. It doesn't really bother me that someone wants to dress up like a post-box or wear a halloween costume on their face, I just continue on with my roleplay. That being said though, here are some potential suggestions. Have the mask auto-remove for people on foot in the no crime zones. I don't know honestly if it's a rule or not but there are that many people masked, it becomes impossible to enforce or report everyone and having a mask walking into the bank or the police station is frankly stupid. Assign someone a 'Mask ID' when they put their mask on in the server so players have a reference point to report people if necessary but their player id is independent of their mask id. So for example, Player ID 8 masks up and there are already 45 masked people on the server, he'll go from "8" to "Masked 46". When he puts his mask on, it records it in a log file that admins can look at and see who was masked using that id. Have a cool-down of sorts for masks, where-by you can only use it for x amount of time before you can't use it for x period of time again, could be similiar to the health/hunger system in that it decreases when you use it and increases when you don't use it. Have your /alias of someone be wiped when they name change but also limit the amount of times an individual character can change that accounts name. To me the name change feature does get a little undercut by the fact that even if you are roleplaying someone completely new, they will know you on /alias as the previous person. Also add a /pn command to allow you to write a few notes about that player. This would become exceptionally handy for factions that see lots of people, as like an RP way of remembering people that you've encountered. For example, I'm a cop and a taxi driver and it would be nice to be able to write a few words about how i met someone and how they acted so i'd be able to remember and use that in the roleplay. It's all IC knowledge anyway and knowledge i'd have, it's just when you are meeting 50-100 new people every day it becomes difficult to keep track even if you have their names aliased.
-
Proud to have given the big homie Bivins my last $500 yesterday
-
Well, see here is the thing, the actual lab equipment in itself isn't illegal, so I suppose you could just buy it from a location in the city really, like you do with furniture. My suggestion would be to buy the equipment from Humane Labs. It's not an area that has much traffic around it and in RP terms, the building is full of the kinds of lab equipment you'd need. As for the system itself, I don't think there is any need to change the recipes. If it ain't broke, don't fix it unless you're sure you can improve it, right? I wouldn't be opposed to allowing people to grow weed in their own properties but also, I feel like the whole point of the suggestion is to give the gangs a little more control over things. If you want to grow weed, get in with a gang. Also, I'd like to suggest if you cook the hazardous drugs without a mask on, it does some small damage to your health.
-
Then again, i feel like that might encourage people not to log in and it's like.. if you know you won't be logging in anyway, you could do something and then when it comes time to play, you've not really served anything. It also takes away from the whole element of the prison as well because you can just bypass it.
-
Right, they can just make the drugs themselves and keep the location in-house but the responsibility to shift the product is on them then or they can rent it out to people to make extra bank.
-
I love this idea, even opens up the possibility for people who haven't dropped their clothes to make some bank. You could go to just the mine alone and pick up like 4-5 bits of clothing to sell. Hell even make it a business for someone to own as well.
-
This thread isn't about individual situations, it's about reducing crime through the deterrence of prison sentencing. The idea that perhaps if the sentence cap was lifted off, people wouldn't be so blatantly reckless with how they commit crimes. What PD did or didn't do to you in individual situations is irrelevant to the topic. You might not believe this @Tomvd682 because it doesn't fit your anti-PD rhetoric but the PD are players too and while there are occasions we will get things wrong, the vast majority of arrests and things we do are lawful, both IC and OOC and proper. Rather than derailing this thread with your own personal issues with the PD, maybe contribute something positive and on-topic to the discussion?
-
I'd like to make a suggestion about the drug labs. Right now, they are out in the middle of nowhere in Blaine County. Anyone can stroll by, use one free of charge and cops are alerted really regular to a lab and they'll close it down, have to forget it exists and then be back there again the next day. My suggestion is to remove these server-spawned, server-run drug labs and replace them with labs that the official factions can set-up themselves wherever they want on the map. Criminals could set up their drug lab at any non-taken residence in the city, it would just have to be enabled by a staff member in-game so we don't get labs at non-rp locations. They would pay a modest fee to create the lab (RPly to cover the drug making materials and equipment) The lab creation would take like 4-5 minutes to fully set up. To use the lab, people would have to rent it out to make their drugs. (That's how the gangs make their money, they'd set the rental price) Rival Gangs would be able to steal the money from the labs and the PD would be able to confiscate the money as well. You could deassemble your own lab but this would take 4-5 minutes also. Rival gangs and PD/Firefighters could destroy your lab if they found out about it. There would be a max of 2-3 labs in the city at any one time and each faction could only have one lab running. This is so it still gets used. Drug Labs would exist until they are destroyed or disassembled. Your faction could only create a drug lab, once every 24 hours to prevent abuse. The idea here would be that something like the drug system would be controlled by the gangs, not the server and also, it's encouraging person to person roleplay. If you are a drug maker and you are small time, you've got to make contacts with the gangs of the server to do your thing. The same thing goes for the gangs, you've got to sell your lab to people and create contacts with people looking to make drugs. It also takes away some of the ridiculousness surrounding these labs, where you gotta have selective memory and stuff. In terms of Law Enforcement, we have to be a little more clever about how we learn about these labs (involving Investigation Bureau more) and how we shut them down. For me, this suggestion promotes competition within factions, allows them more control over the crime in the server and also, makes the drug labs more of a challenge for law enforcement.
-
Maybe I can put it in perspective for you. If you do all that dirt @DGanja and you roleplay with cops, you get 2 hours. If you do all that dirt and you flee as well, you get 2 hours. If you thinking about the time, you'll think about the crime. You're always going to do dirt but you are going to fight harder and smarter to stay out of prison if you know more time is coming your way.
-
Always like it? No. The problem is that there is a really wide spectrum of roleplay on the server, from hardly any to quite a lot. You won't hear about the good roleplay because we're all supposed to roleplay well, but in circumstances like you described, of course you are going to wonder what you signed up for.