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BillyB

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Everything posted by BillyB

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  2. 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
  3. 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.
  4. Thanks for your feedback! I'm hopeful this suggestion is seen by the right people to help influence the upcoming prison update.
  5. 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.
  6. 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.
  7. 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.
  8. 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)
  9. 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
  10. 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.
  11. 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
  12. 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
  13. 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
  14. Probation Purpose Probation should function as a conditional early-release mechanism for serious offences, not simply an automated reduction. It will reward inmates who demonstrate good behaviour while ensuring serious crimes still carry long-term consequences. Rather than having shorter sentencing guidelines, some inmates can become eligible for probation after serving a meaningful portion of their sentence. Eligibility Served a minimum percentage of original sentence (e.g. 50-80%) Maintaining good behaviour in prison Completing prison work or rehabilitation programs No recent disciplinary violations Conditions Enforceable conditions: No serious crime No possession or use of illegal drugs & weapons No association with known criminal gangs Mandatory check-ins (PD/DOC) Length of conditions: 2 days for first time offenders 5+ days for re-offenders 14+ days for serious offenders Violations Immediate arrest without investigation Automatic reincarceration Reinstatement of original sentence + penalty Enforcement Probation Officers in DoC Probation tracker in MDC GPS ankle monitors to track serious offenders RP & Immersion Benefits Encourages increased care and restraint with illegal RP post release Gives LEOs meaningful follow-up RP Makes early release feel earned & tense as it can be revoked Deterrent to players getting out of prison and going straight back to high-risk criminal rp
  15. Expanding & Rebalancing Prison Roleplay BillyB - Jan 2026 (Formatting looks better HERE) Currently, prison roleplay is extremely limited, with inmate actions somewhat restricted to Earning Stamps to Buy items from the store Reduce sentence time Convert to cash on release Interacting with other players by Making friends Robbing people Attacking inmates Attacking guards/LEOs While this is better than what prison roleplay once was, the current system can unintentionally ruin immersion and consequence, particularly for serious crimes with deep lore behind it. The Main Issue: Sentences aren't long enough/proportionate & there’s little to no natural roleplay opportunities in prison At present, players (especially those with VIP) can be convicted of severe charges such as the below following an organised and impactful rp scenario: Domestic Terrorism Attempted Murder of a Gov. Employee Assault with a Deadly Weapon Yet, they can still be released within 60 minutes due to automatic reductions. This creates several immersion-breaking outcomes: Severe crimes feel inconsequential Criminals are rapidly returned to the people they were just interacting with Law enforcement and judicial RP is diminished Crime should carry weight and prison should feel more like a meaningful consequence, not just a brief inconvenience. For example, one of my characters is in the process of lore-backed roleplay with another character involving escalation of serious crimes against a group of individuals. After being caught and arrested for what was essentially a poorly planned terrorist attack, if I pled not guilty, I would've been in DOC for around 45 minutes with Royal VIP reductions. To counter this I have simply avoided playing on that character for the time being. In addition, as there are limited things to do in prison, long sentences often lead to the vast majority of players simply tabbing out and doing something else, just making DOC essentially a timeout. Proposed Solution: Longer sentences & more prison roleplay opportunities
  16. I didn't realise this already existed so made a new suggestion which I'll repeat here as a bump Overview I suggest we introduce a blindfold system to enhance immersion during kidnappings, interrogations, hostage situations and other relevant roleplay. The system should be carefully created to ensure it is not used to encourage/enable rule breaking or can be exploited. Functionality 1. Applying the Blindfold Players can apply a blindfold to another player using an item purchased from a store (E.g. Blindfold, Scarf, or Bin bag). Requires the target to have their hands up or be restrained already If not restrained, allow the target to resist using a similar system to cuffing Blindfolding logged for moderation purposes 2. Visual Effects Screen turns to near-black if not entirely black GPS, Phone, Player IDs & Inventory UI hidden Chat and VOIP UI remains visible 3. Movement & Interaction Restrictions Player can still walk but potentially with reduced movement speed (No sprint maybe? You wouldn't run as fast as you could without knowing what's infront of you) Weapon usage if equipped If not restrained, player is still able to drive. 4. Removal The Blindfold can be removed by any unrestrained player within close proximity The target can remove the Blindfold if not restrained Blindfold automatically removed upon death 5. Further Enhancements & Additions Implement a gag system, preventing the ability to talk Implement different Blindfold quality types for durability/effectiveness Evidence left behind on dead bodies - fingerprints and fibres on clothing Benefits Encourages more criminal and investigative roleplay Adds immersion to hostage/detention RP Reduces opportunity for metagaming Abuse Prevention Require clear RP conditions are met before blindfolding Log all blindfold action Create an admin command to remove blindfolds
  17. This suggestion already exists, can my thread be archived please.
  18. Whilst I think this is somewhat of a good idea in regard to points you mention with lore development and new cars becoming available; I believe this feature may be misused to move assets between characters as credits are tied to the account and not individual characters. I also believe, from a business perspective, this would have financial ramifications as people wouldn't need to purchase more credits when they could simply trade their cars back for credits, even at a half rate.
  19. I think you're missing the fact that this is a roleplay server, you shouldn't always win situations and I think the tone used in your initial post is that of somebody who is frustrated with losing roleplay scenarios. My immediate thought was "why isn't he using the knowledge they are using K9s and sealing illegal items in airtight containers or vac-sealing RPly?". Just because there isn't a physical in-game item for something, doesn't mean they don't exist in the world. Additionally, as a criminal, it's your responsibility to improvise, adapt and overcome these measures. Think smart, don't just work harder to grind for more illegal stuff. Switch up your transport methods, even just cars that aren't registered to you... there's so many different ways to avoid being in these situations which ultimately are a result of your choice to be the leader of a criminal faction.
  20. +1 The more transparency the better, always.
  21. Overview I suggest we introduce a blindfold system to enhance immersion during kidnappings, interrogations, hostage situations and other relevant roleplay. The system should be carefully created to ensure it is not used to encourage/enable rule breaking or can be exploited. Functionality 1. Applying the Blindfold Players can apply a blindfold to another player using an item purchased from a store (E.g. Blindfold, Scarf, or Bin bag). Requires the target to have their hands up or be restrained already If not restrained, allow the target to resist using a similar system to cuffing Blindfolding logged for moderation purposes 2. Visual Effects Screen turns to near-black if not entirely black GPS, Phone, Player IDs & Inventory UI hidden Chat and VOIP UI remains visible 3. Movement & Interaction Restrictions Player can still walk but potentially with reduced movement speed (No sprint maybe? You wouldn't run as fast as you could without knowing what's infront of you) Weapon usage if equipped If not restrained, player is still able to drive. 4. Removal The Blindfold can be removed by any unrestrained player within close proximity The target can remove the Blindfold if not restrained Blindfold automatically removed upon death 5. Further Enhancements & Additions Implement a gag system, preventing the ability to talk Implement different Blindfold quality types for durability/effectiveness Evidence left behind on dead bodies - fingerprints and fibres on clothing Benefits Encourages more criminal and investigative roleplay Adds immersion to hostage/detention RP Reduces opportunity for metagaming Abuse Prevention Require clear RP conditions are met before blindfolding Log all blindfold action Create an admin command to remove blindfolds
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