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BillyB

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  1. Accusation of Metagaming Response Hello, as the video shows - Peter Hill and Isabella Fonto had just fled the area after I attempted to arrest Isabella. After they evaded in the car, I then added felony charges to them both as I had positive identification due to neither of them wearing masks at the time. After adding the charges, I noticed a blue Corsita slowly drive past me and began circling the area so I ran it's plate which came back to Jack Falken. Jack was stood at the opening to Benny's repairing a vehicle so I knew it wasn't him driving. Earlier that night, I had pulled Jack Falken over whilst driving the Corsita and Peter Hill was a passenger - this made me believe that the Corsita driver might've been Hill - a now wanted felon. The Corsita remained in the area and then drove through Benny's parking lot at high speed so I was remaining in the area in the hopes Fonto and Hill returned whilst I was writing the warrant report. I then noticed a male and female wearing a mask run up to behind the barriers outside Benny's. I identified that the male was wearing the same trousers, shoes, gloves & goggles as Hill (even tho he stated he changed clothes in his original report) and at that point I called for assistance on my radio as I had reasonable suspicion that the male individual was Hill. I then approached Hill, asking him to stand still and then remove his mask which he refused to do, escalating my suspicion and giving me probable cause to arrest him for failure to comply. I attempted to place him in handcuffs which he resisted on both occasions and then fled to a vehicle. Other units pursued Hill whilst I remained at the scene. Given that Hill returned in a mask, it made sense at the time that Fonto also did so I then began questioning the female who also refused to remove her mask. I then attempted to place the individual in cuffs to arrest her but she resisted and then tackled me, utilising a binded-animation to bypass the tackle animation. The ID of the Corsita driver, who I originally believed to be Hill, was 8. Hill's actual ID was 82. I think this strengthens my rebuttal that I definitely didn't use the ID of Hill to metagame his identity, otherwise I wouldn't have almost fallen for the red herring Corsita. Peter Hill's outfit prior to him attempting to tackle and fleeing with Fonto Peter Hill's outfit after he returned to Benny's Briefly addressing the bullying/harassing accusations In this specific scenario, I was interacting with Junny Calder when Fonto and Hill decided to come over to me and interact with me. Based on recent poor-roleplay experiences with the Revenant gang, I am actively trying to avoid engaging with them at all as it is often not a pleasurable experience interacting with them. However, when they are constantly interacting with me and also committing crimes - it simply isn't something I am able to ignore given the nature of my roleplay as a police officer. I have POV of this entire event. However, Peter's POV shows the majority of the incident - if my POV is required please let me know but I will need to send it to a staff member as it contains private faction chat.
  2. Problem Players are often dying after calling 911 and there being no medics online to help but lots of PD/SD. Solution Broadcast the medical 911 calls to PD and SD when there aren't any on duty medics.
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  4. Hey please can we implement this, I recently got engaged to a big booty gyal and gained access to an array of cars I keep crashing and cannot repair
  5. My thoughts following the DOC update released 07/FEB/26 DOC Faction Member Perspective The ability to now see all inmates using /inmates has greatly added to roleplay. We are now able to carry out headcounts and identify missing inmates. The addition of cloths, radios and polaroid cameras to the locker is also great and saves us having to do supply runs and then file expense claims. The addition of lockpicking has created roleplay scenarios where we have to search for inmates who manage to escape the main cell-block. The new cell mapping is awesome, especially the covered toilet - we no longer have to see inmates using the toilet! The addition of money making avenues has reduced the pvp aspect of prison, making our duties less tedious. We are finding that the lockpicking of doors is becoming a constant issue now and whilst it's good for giving us things to do, it can sometimes be excessive or hard to monitor due to the sheer volume of doors. I believe some kind of door management system would be good to address this, potentially including an alarm which triggers when a door is left unlocked for x amount of time. It would also be great if we could have a /lockdown command which would automatically lock all egress/ingress doors such as the cellblock to yard, etc. We have found that some doors in the prison are no longer lockable using the new UI, this currently is just limited to the outer towers as I believe the other issues have been rectified. Our cars are now extremely vulnerable in the employee parking, we have experienced a few inmates who have broken out into the outer courtyard and then gone on to picklock cars. I believe the implementation of a gated employee parking area that cannot be picklocked would resolve this. The addition of an alert which is sent to DOC when an inmate's time is up would be beneficial. To also address the lockpicking issue, the addition of CCTV would be great as we could have somebody regularly checking the CCTV to look around the entire facility for anyone in areas they shouldn't be in. The addition of motion sensors outside the main building, related to the first point re escaping, would also add to immersion - prison facilities are high security. Criminal Perspective The ability to lock laundry machines using a keypad is brilliant and much better than the former timer system. The ability to lockpick doors has created a reason to smuggle in items such as lockpicks which I think greatly adds to prison roleplay. The multitude of ways to earn money whilst inside DOC is great, I have personally found mining to be the most effective way to earn money. The fact we are no longer forcefully teleported out of prison when the sentence is over is great and I think subsequently the DOC policy to lockdown inmates who do not leave when their time is up adds to realism. The fact we are able to control the TV is also great now and will allow for fun group activities when a large group of people are incarcirated. Adding the ability to purchase contraband from NPCs would be amazing. These characters could hang out in the mines but also have rotating spawn points. As mentioned during the last community meeting, the ability to craft low quality weapons using mined ores would be good. Obviously keeping in mind prison break rules, it should be heavily monitored but can also be used as protection against other inmates. Related to the above, the ability to create drugs inside prison would be awesome too. This could be using ores gained through mining and then also cleaning products from laundry NPCs. For example, adding in bleach to the laundry room npc as needed for dirty laundry but also the ability to use it with ores to create narcotics.
  6. Thanks for your feedback! I'm hopeful this suggestion is seen by the right people to help influence the upcoming prison update.
  7. Awaiting Processing Cell When there is a large number of 10-15s to process into custody, usually following a large-scale scenario where players can be frustrated, it often becomes very overwhelming for DOC staff processing them in the normal processing area. To address this, I believe the addition of a large processing cell where 10-15s can be held after being dropped off by PD/SD and then processed one-by-one by DOC.
  8. Assigned Cells Introduction of assigned cells for inmates, allowing inmates to store items in lockboxes during stay. Can also tie into the banking system/be an alternative. Hostile cell takeovers/robberies. Could assign 2 inmates to a cell, creating paths for alliances.
  9. Offline Sentence Progression The current offline sentence progression should be removed or HEAVILY nerfed as this contributes to the problems mentioned previously where sentences are too short and not proportionate.
  10. NPC Prison Smuggler Purpose Introduces a controlled underground economy within prison Adds meaningful crim RP opportunities inside prison Mirrors existing city-based NPC so feels mechanically familiar Placement Locations are non-obvious and rotating If discovered through counterplay, unusable for X period Locations: Laundry room Showers Yard Kitchen area (Only accessible to Kitchen Assistants) Services Improvised lockpicks (Used for getting into restricted areas or for prison break) Shivs Drugs & Paraphernalia Phones Counterfeit stamps (Similar to packed money) Conversions Convert workshop materials into contraband Trade favours for stamps (Similar to task master) Risk & Consequence Every interaction carries risk of guard discovery Random contraband searches for high risk inmates Consequences include solitary or added sentence Guard Counterplay Random searches of cells & inmates Intercept smuggler drops Temporarily shut down smugglers Sting operations RP & Immersion Benefits Adds RP opportunities Encourages inmate alliance Mirrors real-world prison dynamics Increases immersion for drug addict characters Integrates with existing NPC system Future Expansion Options Prison factions for criminals Smuggler driven story arcs Taskmaster for when inmates released (NPCs are lifers giving tasks to fellow criminals in the outside world)
  11. Inmate Management System Add IMS to existing MDC to track all currently incarcerated inmates, including charges, risk level and staff notes. This replaces the use of forum sections for MSI notes etc. DoC have full access with PD/JB having read access Core Features Live Inmate Roster Inmate Profile Report Security Classification & Reviews Audit Log
  12. Inmate Release from Custody (/leaveprison) Release From Custody Process When there are more than 2 DoC players active, they should receive an alert when a criminal is approaching the end of their sentence. This will then prompt the players to begin the Release from Custody process for the inmate. This process will involve collecting the inmate from the cellblock and then processing them: offering them reformation help, arranging transport back to the city if appropriate for probation and then giving their belongings back. This process will introduce additional RP opps for the DoC faction and inmates. If there are no DoC faction members around, players can simply use /leaveprison to leave through an automated process which also gives them access to their possessions. Reintroduction of /leaveprison On many occasions, I personally have been involved in roleplay inside prison and was then automatically released as the timer ends. This is far less than ideal and stops roleplay unless there is an admin to teleport you back. With the current state of prison roleplay (heavily lacking) and DoC sometimes becoming an AFK waiting room, I believe the removal of /leaveprison contributes and enables that mentality. Of course, players shouldn’t be able to just stay inside of prison for an unlimited time but this can be handled by DoC guards being able to view inmates who have severely overstayed their welcome.
  13. Additional Prison Jobs Kitchen Assistant Serves food & drinks to inmates Washes dishes & maintains kitchen cleanliness Cell Block Cleaning Cleaning cells, showers and other general areas Prison Workshop Manufacturing items such as license plates and furniture Logistics Assistant For trusted inmates, assisting DOC guards with retrieving items from stores to stock vending machines Job Leveling XP for carrying out jobs, increases payout
  14. Prison Banking System Purpose Provides inmates with a secure and regulated way to store prison-earned currency (stamps) Prevents loss through theft or fighting Encourages continued participation in prison work Supports longer and more meaningful sentences without unnecessary frustration Allows 10-15s processed whilst carrying cash to deposit it into their Prison Trust Account Allows for inmates to have prison currency paid into their account Conditions Inmates can deposit stamps into a Prison Trust Account Stamps stored in the account cannot be stolen and are only accessible by the inmate and COs Withdrawals limited to prison shop, sentence reduction options and exchanged to cash upon release RP & Immersion Benefits More akin to real-world prisons where currency is stored digitally Reduces conflict driven by inventory theft Encourages long term prison RP participation Makes long term sentences less monotonous where players just go AFK
  15. Community Payback Programs Purpose Community Payback extends punishment beyond prison by requiring offenders to actively repair harm caused to the city. By integrating payback with existing road workers and random world events (e.g. tipped-over trucks, road hazards) punishment becomes visible, immersive and meaningful without relying solely on incarceration time. It can also be used to outsource to other departments, such as LSPD or LSSD, to assist with laborious activities such as groundskeeping or vehicle maintenance. Eligibility Offenders granted early release or probation Non-serious or extreme offenses Repeat offenders as an additional condition - not a replacement for prison Individuals whose crimes caused public disruption or infrastructure damage Conditions Offenders must work exclusively within the Road Worker/Public Works role Respond to eligible random events such as Tipped-over trucks Roadway obstructions Traffic hazards Infrastructure damage Wear mandatory high-visibility work clothing Remain unarmed and free of illegal items Use assigned vehicles whilst working only Comply with mandatory drug and alcohol testing whilst working Wear GPS ankle monitors whilst working Enforcement Failure to comply will result in: Immediate warrant issuance and recall to prison Probation violation charge Loss of future eligibility for early release programs Law enforcement may: Conduct random spot checks Arrest immediately upon violation RP & Immersion Benefits Punishment becomes public and visible Reinforces realism and consequence for action Encourages slower, thoughtful post-release roleplay Creates organic roleplay interactions between LEOs and Civilians Reuses existing gameplay systems, reducing dev involvement
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