Sigma Posted February 3, 2023 Report Posted February 3, 2023 I feel like this would prevent people from just instantly pulling out guns or swapping armour when something happens. Instead it would add maybe a 10-15 second timer to these things which would realistically be how long you would do it IRL. 2 Quote
Sigma Posted February 3, 2023 Author Report Posted February 3, 2023 2 minutes ago, Ash said: I like this idea generally speaking. Maybe varying based on what it is though for example putting on a pair of gloves is rather different to switching the full outfit/uniform. Definitley. Changing gloves/hats/insignia (accessories) - 10 seconds. Changing Outfit - 30 seconds. Unracking/racking heavy firearms - 15 seconds Unracking/racking sidearms - 10 seconds Equipping/Unequipping Armour - 25 seconds I feel these times would be suitable for the certain items. Quote
Kon Posted February 8, 2023 Report Posted February 8, 2023 (edited) HUGE +1 to this. personal opinion would be: replacing kevlar: 10 seconds (instead of a quick command and a 2 second auto hotkey RP) unloading a heavy weapon that would be locked in the vehicle: 10-15 seconds (instead of a quick command and a 2 second auto hotkey RP) I feel this would add a lot more realism and make law enforcement chose more tactical positioning to where they get out their vehicle and engage in combat situations. The question may arise 'but criminals can just put their armor on from their inventory and a grab a heavy gun from their car's glove box scriptly' that is a huge risk that may cost them up to 100k if caught due to the items lost and the fines placed if charged. where as law enforcement would only suffer time being taken to MD or dying, no monetary loss. (please don't take my post as a reason to turn this into a crim vs PD debate PLEASE, let's just stick to the suggestion from OP <3) Edited February 8, 2023 by Kon 1 Quote
GR_Seb Posted February 8, 2023 Report Posted February 8, 2023 (edited) Add an action timer to radio frequency changing. If you agree to that, I will agree to your suggestion. Edited February 8, 2023 by GR_Seb 3 Quote
AnakinB Posted February 8, 2023 Report Posted February 8, 2023 +1 yeah this is a good idea same with clothes and shit too 1 1 Quote
dRose22 Posted February 8, 2023 Report Posted February 8, 2023 +1, action timer helps prevent this activity https://streamable.com/c8nu8c , (Common W from SD for suspending him). 1 Quote
Kon Posted February 8, 2023 Report Posted February 8, 2023 1 hour ago, GR_Seb said: Add an action timer to radio frequency changing. If you agree to that, I will agree to your suggestion. also agree 1 Quote
Odinn Posted February 8, 2023 Report Posted February 8, 2023 +1 Also add a timer for pulling vehicles out with faction commands instead of it despawning and spawning instantly Saw a PD unit despawn his scout and spawn a Jugular in the span of like 5 seconds while in a pursuit. which is highly unrealistic. 1 1 Quote
Sigma Posted February 8, 2023 Author Report Posted February 8, 2023 10 hours ago, GR_Seb said: Add an action timer to radio frequency changing. If you agree to that, I will agree to your suggestion. I agree to this, obviously not something ridiculously long something like 2-3 seconds to change the frequency would be suitable I think. Prevents people switching the frequency last second and will encourage more smart thinking in terms of when people will think to change their frequency before its too late Quote
Sigma Posted February 8, 2023 Author Report Posted February 8, 2023 8 hours ago, Nathaniel Shenheizer said: +1 Also add a timer for pulling vehicles out with faction commands instead of it despawning and spawning instantly Saw a PD unit despawn his scout and spawn a Jugular in the span of like 5 seconds while in a pursuit. which is highly unrealistic. Totally agree with this, it should not be an instant thing where it spawns straight away. I feel these action timers would account for putting vehicle in/out of the garage which would stop the instant despawn and spawn of vehicles. Quote
equ1nox_ Posted February 9, 2023 Report Posted February 9, 2023 +1 i agree and also agree that it should vary based on what u are taking out. also think it would be cool if the police vehicle didnt act like a /fl with unlimited shit. it would be cool if u take certaiin amount of something and put it in ur cruiser, and u cant use more than what u have in it before needing to go bak to the station. if u put on armor and take another spare with u, once u swap, u cannot swap for a third one till u go back to the station. 1 Quote
Jett_J Posted February 9, 2023 Report Posted February 9, 2023 (edited) -1 Action timers suck as is. They cancel for dumb reasons and get you stuck in anims. People should be hand-typing RP of grabbing weapons or changing armor which takes time which is an action timer in itself. Action timers make people want to do less text RP because now you have to wait on a timer so what's the point in using /me. Typing "/me reaches into the back of the cruiser and grabs his kevlar vest.... /me slips into the kevlar vest" and then going into /fl scrolling through the armours to apply it already takes a solid 20 seconds for a moderate typer. The only action timer I can agree with is for spawning in vehicles. Edited February 9, 2023 by Jett_J 1 Quote
Sigma Posted February 9, 2023 Author Report Posted February 9, 2023 3 hours ago, Jett_J said: People should be hand-typing RP of grabbing weapons or changing armor which takes time which is an action timer in itself. The only issue is I rarely see this happen, I see the occasional "/me unracks his shotgun" but thats about it, I understand sometimes action timers cancel but I feel if they are possible for vehicles, why not for weapons, armour and other additional /fl items. I feel like it would prevent people avoiding that use of /me as there have been people in the past that just completely ignore this, they run and grab the gun from /fl in their cruiser as soon as a fight starts and get the gun instantly, or swap their armour or something like that. The addition of action timers would definitely prevent this and make it a more fair playfield in terms of people having guns at a click of a button because realisitically if people are in a situation where they need to get a gun out or armour, they will just ignore the RP, grab the gun and fight. Quote
SquirtleSquad Posted February 9, 2023 Report Posted February 9, 2023 On 2/7/2023 at 11:03 PM, GR_Seb said: Add an action timer to radio frequency changing. If you agree to that, I will agree to your suggestion. 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? 1 Quote
Sigma Posted March 28, 2023 Author Report Posted March 28, 2023 On 2/9/2023 at 5:55 PM, squirtlesquad said: 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? Totally agree with this it does make sense 1 Quote
Suki Posted April 24, 2023 Report Posted April 24, 2023 I will agree too if they implement that you'll also have a timer when you pulling your heavy weapon from the bag/trunk/glovebox. Also the animation or the delay time for stashing something in a glovebox. When we pull over people, they just stash their weapons and it takes 1sec. Quote
Sigma Posted April 24, 2023 Author Report Posted April 24, 2023 6 hours ago, xSuki said: I will agree too if they implement that you'll also have a timer when you pulling your heavy weapon from the bag/trunk/glovebox. Also the animation or the delay time for stashing something in a glovebox. When we pull over people, they just stash their weapons and it takes 1sec. I dont understand the sense of a timer to put something in glovebox. It doesnt really make any difference as you cant prevent this anyway and putting something in a glovebox brings no advantage no matter how fast or slow. Im sure someone stashing something in their glovebox when they are pulled over doesnt really effect any roleplay at all, whereas someone parking, taking out, and driving away a new car takes less than around 10 seconds, I think thats a whole different story, as well as the changing uniform through /fl, im sure it presents an unfair playing field for someone to essentially 'spawn in' a carbine in a matter of seconds during a fight (and it has been done before) which has resulted in loss for the opposing party. Quote
SquirtleSquad Posted April 24, 2023 Report Posted April 24, 2023 (edited) 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. 42 minutes ago, Payn said: I dont understand the sense of a timer to put something in glovebox. It doesnt really make any difference as you cant prevent this anyway and putting something in a glovebox brings no advantage no matter how fast or slow. Im sure someone stashing something in their glovebox when they are pulled over doesnt really effect any roleplay at all, whereas someone parking, taking out, and driving away a new car takes less than around 10 seconds, 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. Quote I think thats a whole different story, as well as the changing uniform through /fl, im sure it presents an unfair playing field for someone to essentially 'spawn in' a carbine in a matter of seconds during a fight (and it has been done before) which has resulted in loss for the opposing party. 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. Edited April 24, 2023 by SquirtleSquad Quote
Sigma Posted April 24, 2023 Author Report Posted April 24, 2023 1 hour ago, SquirtleSquad said: 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. Unfortunately im sure youre part of the minority that abides by this as I rarely see RP for unracking heavys on bikes at all, sometimes on cruisers but not as often as you should. Its something that is said to be done but never experienced or saw to actually be getting done. Quote
SquirtleSquad Posted April 25, 2023 Report Posted April 25, 2023 2 hours ago, Payn said: Unfortunately im sure youre part of the minority that abides by this as I rarely see RP for unracking heavys on bikes at all, sometimes on cruisers but not as often as you should. Its something that is said to be done but never experienced or saw to actually be getting done. When you say bikes, do you refer to LEO bikes outside of Baggers? Like Shinobis and BF's? Quote
Sigma Posted April 25, 2023 Author Report Posted April 25, 2023 9 hours ago, SquirtleSquad said: When you say bikes, do you refer to LEO bikes outside of Baggers? Like Shinobis and BF's? pretty much all of the bikes which i know that there are things around them saying not to have heavies on back when patrolling on bikes no matter what kind. Quote
pooria Posted April 25, 2023 Report Posted April 25, 2023 +1 i think its a good idea it can prevent people from abusing faction loadout in PD or in other jobs 1 Quote
Borrelli Posted April 25, 2023 Report Posted April 25, 2023 14 hours ago, Payn said: Unfortunately im sure youre part of the minority that abides by this as I rarely see RP for unracking heavys on bikes at all, sometimes on cruisers but not as often as you should. Its something that is said to be done but never experienced or saw to actually be getting done. I'm curious what you expect, if we get a shots fired call, we're not going to arrive on scene and then unrack the weapon for you to witness it (assuming your viewpoint is that of someone who caused the shots fired call). We pull to the side of the road and unrack the weapon before responding to the scene, otherwise we'd roll up and get gunned down while RPing. 2 hours ago, Payn said: pretty much all of the bikes which i know that there are things around them saying not to have heavies on back when patrolling on bikes no matter what kind. Policy regarding heavy weapons on bikes only applies to the MARY unit (police bike) and not to BF400/Shinobis. That said, from all the pursuits I have participated in over the last few months I cannot remember a BF400/Shinobi having a heavy deployed unless the rider is METRO and they are not "patrolling", they are actively handling an on-going situation. If you have evidence of people riding the police bike with heavy weapons on their back or someone just meme'ing around on a BF400/Shinobi with no general aim then feel free to send it to me, otherwise I'm just going to have to treat what you are saying as hearsay. Onto the topic at hand, all LSPD members are required to roleplay retrieving their weapons from the armory at the beginning of the shift, then racking them inside their vehicle as they start their patrol. Any time they then wish to use their weapon they are required to roleplay unracking if from the gun rack inside the vehicle. This in itself serves as a timer. Personally I dispise timers so adding more is something I will always be against unless it is an action which occurs rarely and actually needs a timer to provide some sort of balance, e.g. drilling into a bank (an existing example). 1 Quote