CalvinKlein Posted September 16, 2025 Report Posted September 16, 2025 Limit how much you can take from your on duty vehicle using /fl (except for tazer) Make /fl like a dynamic secondary inventory with x stock that you can replenish at the station. Remove the helicopter that can go 270. (sparrow) Thermal scopes can often see through walls and objects (fix or remove them) Add increased recoil (compared to on foot) on gunship passengers, doesn't make sense a heli 100 meters above you shoots a high recoil LMG, with 0 recoil, when the same weapon has high recoil when you're on foot. Same way there's an Evidence Locker, create personal lockers where LEOs have their personal locker, with their gear, duty gun, etc that they replenish, maintain, repair (I don't believe gun jamming and health update was intended for crims only but rather the whole server for "RP quality"). Make police items / gear, Actual items rather than basically having a menu that spawns things. The suggestion aims for game balances, not a PD discussion, so if you're LEO and you're gonna get defensive about balance suggestions that affect you, please leave it out, and if you're a crim and you're here to bash LEOs or how they operate and so on, also leave it out please If you have suggestions for "balances" for crims, make your own suggestion please. 4 2
Ritchie Stones Posted September 16, 2025 Report Posted September 16, 2025 Im not sure. But i think pd has already some deep issues keeping up with some cars like niobe or drags. I think taking things away from pd is pretty wild. 1
moment Posted September 16, 2025 Report Posted September 16, 2025 As much as I respect the suggestion, why can't people just expect certain things can't change and just let go. There's million of these topics at this point. 1
Eliza Posted September 16, 2025 Report Posted September 16, 2025 Since this is a topic for balance, here’s some of my ideas: make the maximum number of people doing illegal activity together at once 5, legal activities are fine; but in turn, limit the maximum number of police response to 8 Make gun decay be dynamic, AKA if there’s a lot of guns in one property, then decay will happen, but if there’s only a few .50s and one or 2 heavies, then it won’t decay Remove HSW entirely from vehicles, this is why the sparrow is deployed, it’s impossible to keep up with a car when all you need to do is hold W to evade 1
CalvinKlein Posted September 16, 2025 Author Report Posted September 16, 2025 1 minute ago, Eliza said: Since this is a topic for balance, here’s some of my ideas: make the maximum number of people doing illegal activity at once 5, but in turn, limit the maximum number of police response to 8 Make gun decay be dynamic, AKA if there’s a lot of guns in one property, then decay will happen, but if there’s only a few .50s and one or 2 heavies, then it won’t decay Remove HSW entirely from vehicles, this is why the sparrow is deployed, it’s impossible to keep up with a car when all you need to do is hold W to evade "make the maximum number of people doing illegal activity at once 5, but in turn, limit the maximum number of police response to 8" I played a lot of RedM where I'd argue the RP quality is 10 times better, and very story-driven and slowburn, even if it involved action/PVP. Most servers have that with criminal activities like stores, banks etc, having for example 6 criminals at max, 1 hostage against a response of 6 law, 1 negotiator, chases are 6v6, whether you choose to evade, or ambush and have a fight to get away. And those SOPs are enforced as server rules on a OOC level with rules like "overmanning / win mentality" I'd support such a suggestion, but maybe with how our server is structured, the numbers can change, for example instead of 5 crim, 8 cops,. 10 crims max, 13 cops. "Remove HSW entirely from vehicles, this is why the sparrow is deployed, it’s impossible to keep up with a car when all you need to do is hold W to evade" Not entirely against that, I'm one of the people who don't care/abuse HSW vehicles, PD has Niobes to counter Niobes, and SD has the Banshee GTS and the Jugulars go 240, so while crims have 240 cars, cops have 240 cars, and a Heli that also does 240, having a 270kmph Heli is unbalanced imo. "Make gun decay be dynamic, AKA if there’s a lot of guns in one property, then decay will happen, but if there’s only a few .50s and one or 2 heavies, then it won’t decay" I feel like that's a separate issue, as of rn the gun cleaning is bugged, the jamming is unrealistick and kinda sucks, and those additions to "realism" only actually affect criminals, cops dont have real guns (scriptly) but rather a "mod menu" that spawns stuff, my suggestion aims for them to have an actual gun, with an actual serial number (whether steal-able or not) that they put in their actual locker, maintain, clean, have ammo for. I recently watched a clip of someone in Law Enforcement spraying from a helicopter (forget how hard that actually is) but the script makes it so there's 0 recoil, and he ran out of ammo maybe 3 times and all it took was /fl and boom, 300 ammo again. It's feeling more and more like it's GTA online cops in infinite waves, ammo, vehicles. My suggestion isn't taking anything away from Cops, or changing the system (I accept that wont change @moment) but making the script make sense with RP. If things like gun decay can be added for crims to stop "mega-stashes" I don't see why we can't have an update that improves realism on the police aspect, with dynamic inventories, ammo, stock, armor. Most servers have that, you take things from a locker with actual stock, you log what you took, you return it when clocking off, or report it missing if you lose it, you physically load things into your trunk, worry about losing them etc. 1
Hubie Posted September 16, 2025 Report Posted September 16, 2025 9 minutes ago, Eliza said: emove HSW entirely from vehicles, this is why the sparrow is deployed, it’s impossible to keep up with a car when all you need to do is hold W to evade if i’m not mistaken, PD & SD can pull out HSW vehicles now, no? if you think pulling out a heli that can literally go faster than the speed cap is “ balanced” then i dunno what to tell you.
CalvinKlein Posted September 16, 2025 Author Report Posted September 16, 2025 26 minutes ago, Ritchie Stones said: Im not sure. But i think pd has already some deep issues keeping up with some cars like niobe or drags. I think taking things away from pd is pretty wild. you're kinda meant to not easily catch a 5million $ motorbike, in your crown victoria or dodge charger (most police cars) look into how often bikers evade irl. and how dangerous it is to also "clap yourself" on a bike, both irl and in a game. drags also have very small fuel tanks, nerfed to the ground turning (og drags were so meta), and cant go up a minimal incline if fully stopped (bcz of how nerfed the drag is) As for the NIOBE bro,,,. I cannot discuss that, it's a Pay to Win situation, I cannot go buy a niobe with my in-game money, or even go buy it for credits now, so maybe that's another issue to address somewhere else 1
Requiem Posted September 16, 2025 Report Posted September 16, 2025 Limit how much you can take from your on duty vehicle using /fl (except for tazer) This is already a policy. It is not supported by the server script of course, but police should only be taking things from their vehicle that was RP'd as placed there or would realistically already be in there. If someone did not do the RP of placing a gun in their vehicle, they should not be grabbing one from there and I would argue it would be NRP to do so. Make /fl like a dynamic secondary inventory with x stock that you can replenish at the station. I would be fine with this and honestly I agree with it. It would require dev work of course. Remove the helicopter that can go 270. (sparrow) The helicopter was added due to the massive influx of HSW vehicles and super cars that go 240 everywhere. It is limited to a very small pool of pilots within PD so not everyone can just go a grab it. The speed of a the helicopter changes nothing regarding the strategy to lose a helicopter (using tunnels, bridges, highway overpasses, etc) so this helicopter existing only levels the playing field for the overpowered vehicles that criminals have access to, not provide any extra advantage over what any other helicopter does. Thermal scopes can often see through walls and objects (fix or remove them) Thermal scopes were nerfed many months back and cannot see through walls and objects. People are spotted in bushes with them due to the leaves of the bush not covering every part of a player, so hot spots are still seen. If you go inside a building though, the thermal scope cannot pick you up through the walls. Add increased recoil (compared to on foot) on gunship passengers, doesn't make sense a heli 100 meters above you shoots a high recoil LMG, with 0 recoil, when the same weapon has high recoil when you're on foot. I agree with this change. If anything, automatic weapon recoil should be more difficult to control from a helicopter, not easier. To clear the record, at least for the faction I am apart of, LSPD does not allow automatic weapons to be fired from a heli, only semi-auto rifles at most. I cannot speak for other factions. Same way there's an Evidence Locker, create personal lockers where LEOs have their personal locker, with their gear, duty gun, etc that they replenish, maintain, repair (I don't believe gun jamming and health update was intended for crims only but rather the whole server for "RP quality"). I would have no problem with this addition, although I don't believe it would add much to be honest. If a gun starts getting worn and would be a field risk to officer safety, the department would simply toss it out and procure a new gun, essentially making this pointless. I can say though that LSPD SWAT already RP's their guns as being individually "owned" (registered to specific SWAT officers) and maintained by their owner. Make police items / gear, Actual items rather than basically having a menu that spawns things. Not sure what you mean by this. The /fl menu spawns in actual items as it stand, just the items are locked to the player. Are you suggesting that the items are unlocked to allow for them to be taken by others, or is this just an extension of your suggestion above regarding /fl being a secondary inventory to be restocked from the police armory? 20 minutes ago, CalvinKlein said: Not entirely against that, I'm one of the people who don't care/abuse HSW vehicles, PD has Niobes to counter Niobes, and SD has the Banshee GTS and the Jugulars go 240, so while crims have 240 cars, cops have 240 cars, and a Heli that also does 240, having a 270kmph Heli is unbalanced imo. Just to provide clarify here, PD does not have Niobes. It was trialed for a bit, but very shortly after removed as an option.
CalvinKlein Posted September 16, 2025 Author Report Posted September 16, 2025 9 minutes ago, Requiem said: Not sure what you mean by this. The /fl menu spawns in actual items as it stand, just the items are locked to the player. Are you suggesting that the items are unlocked to allow for them to be taken by others, or is this just an extension of your suggestion above regarding /fl being a secondary inventory to be restocked from the police armory? I like and appreciate your positive contribution. So to answer your question, lockers act as your "stash" essentially as a cop, except it's your legal guns, ammo , armor etc,. which you request and log, maintain etc. Now I would advocate those items aren't locked since cop baiting is already a rulebreak, so is DM, but I know the server devs and exec staff are against that, so not gonna debate that point. So yeah,.. locked on you / despawn upon death (for the weapons/armor). The thing with this : "This is already a policy. It is not supported by the server script of course, but police should only be taking things from their vehicle that was RP'd as placed there or would realistically already be in there. If someone did not do the RP of placing a gun in their vehicle, they should not be grabbing one from there and I would argue it would be NRP to do so. " - As a crim you can't really tell/prove/report if a cop is just using /fl repeatedly, I personally have seen it happen so often and it's one of those things that are somewhat normalized at this point,. personally I don't even like the whole /delcruiser and spawning a new one every 10 mins on shift instead of repairs/refuels. And this is from a RP perspective not just a "balance cops" perspective, and I'm someone who has a char with100k XP only on-duty (no VIP) that tried police RP in 2017 (when your guns could be robbed), again in 2019, 2021, 2025. It gives a more sense of "ownership" without getting into previou suggestions like people requesting cops pay for their guns/gear. It also helps you as PD command from a IC and OOC standpoint to spot the "bad apples" .. You see that X cop is losing and logging a new gun every 3 hours, maybe he's doing something wrong, and it opens more window for inspection and quality control within the factions beyond just what others can see / prove and IA report.
Demonmit1 Posted September 16, 2025 Report Posted September 16, 2025 LEO Logistics I understand the desire for more immersion. We already RP this extensively through /me and /do commands when we clock on and gear up. My question is, from the criminal perspective, what is the intended benefit of scripting this? How does adding a significant solo, logistical workload to the police faction improve the player-to-player interaction that is the core of roleplay? Frankly, it sounds like a lot of extra busywork on top of an already immense administrative burden. I have over 1000 IC posts on the government forums, arrest reports, patrol logs, warrants, surveillance logs and more. The tediousness of IC paperwork is already a massive part of LEO RP. The only tangible outcome of scripting these inventory systems would be to slow down police response times and make it harder for us to get out of the station, giving criminals more time to get away. This feels less like a suggestion for "realism" and more like a request for a mechanical handicap. Shooting from Heli I understand the clip you saw may have looked overpowered, so let me provide the context for it. That was a 4 AM ambush where a gang was hunting the 3-4 online officers. As a specialized unit, I was paged to assist. We were desperately outnumbered, and using a rifle from the air was a last-ditch effort to provide area denial and protect the officers on the ground. It was the first time I've fired from a helicopter in over nine months. Mechanically, while there isn't recoil noticeable recoil, the bullet spread is enormous, and the desync of air to ground shooting is a nightmare. It is far from a precision weapon. Five minutes after that clip, our helicopter was shot down. It's a high-risk, low-frequency tactic, not a standard operating procedure. 270km/h Sparrow The Sparrow exists for one reason only, to counter the dominant criminal meta of "hold W to win." When nearly every criminal escape plan involves a car with crazy acceleration that hits the 240 km/h server speed cap, the only ground vehicle that can keep pace is the equally capped Banshee. A 240 car chasing a 240 car is a stalemate unless the criminal makes a mistake. The 270 km/h Sparrow is the hard counter that forces criminals to think strategically about their escape routes by using tunnels, bridges, and vehicle swaps instead of just relying on raw top speed. It encourages better evasion tactics and planning from the criminal side. Thermal scopes You're right, they can see through admin/dev spawned objects, and that's a flaw. But this goes back to a deeper, systemic problem. The reason LEOs are sometimes given such powerful, unavoidable tools is because of the pervasive culture of players exploiting our rules against us. A perfect example is phone tracing. How many players were actually taught how tracing works in-character? Who told you to turn your phone off before you commit a crime? Most players learn this OOC and then use that knowledge ICly to neutralize a core investigative tool. This directly relates to thermals. When investigators approach a drug lab, we have no idea if there are two people inside or twelve. Without that information, our only safe tactical option is to assume the worst-case scenario. We have to mass-push with every specialized unit available to ensure officer safety. This is the very "15 cops for 3 guys" situation that criminals complain about. Thermals are the only tool we have to avoid this. They allow us to see if there are only 3 or 4 of you inside. If we know that, we don't need to call in 15 units. The three investigators on scene can push, creating a fair, balanced fight for everyone. So, ironically, the very tool you see as "overpowered" is the only thing that allows us to not overwhelm you. Without thermals, every single lab push would be a max-response scenario, which nobody wants.
Pazz Posted September 16, 2025 Report Posted September 16, 2025 You know, aside from the aspect of lootable law enforcement, for what it's worth, I think that some sort of system where every officer is provided a base loadout, say, a bare pistol with a flashlight (as is to be expected from a realistic police officer) and some other necessary equopment as 'standard gear' but can opt-in to upgrade and maintain their loadout with their own money, like purchasing a red dot sight for their sidearm as an upgrade, or have to swap out the plates on their armor/upgrade to better plates. It isn't that far of a stretch; departments like the LAPD/LASD, to my knowledge, have authorized attachments that employees can modify their weapons with, at their own expense. The same could be said for vehicles; you're provided the bare necessities, but can choose to upgrade, which sort of adds more of the RPG elements the server seems to push for these days. Some sort of economy to faction loadouts and treasury. Isn't that what NoPixel does? Anyway, personnel can then either pay out of pocket or request that the Department pay for it/reimburse the purchase. Unfortunately, it feels like this would be far too advanced an overhaul to the existing systems that simply won't be feasible with the current state of development, much less something that wouldn't be half-assed.
MrSilky Posted September 16, 2025 Report Posted September 16, 2025 Limit how much you can take from your on duty vehicle using /fl (except for tazer) This is RPly limited already. It is a faction rule in PD/SD to RPly collect the equipment you patrol with from the armoury before leaving - then only using that equipment while patrolling. Make /fl like a dynamic secondary inventory with x stock that you can replenish at the station. Great idea - this is similar to some dev requests we have outstanding. Remove the helicopter that can go 270. (sparrow) The sparrow is only used for very niche situations - it's not used generally or against standard vehicles. It's also a new addition, so is subject to change, it is currently on trial. Thermal scopes can often see through walls and objects (fix or remove them) Agree - commonly an issue around labs or custom MLOs. Creates awkward (un)intentional situations. Add increased recoil (compared to on foot) on gunship passengers, doesn't make sense a heli 100 meters above you shoots a high recoil LMG, with 0 recoil, when the same weapon has high recoil when you're on foot. Agree - nothing more needs to be said. Same way there's an Evidence Locker, create personal lockers where LEOs have their personal locker, with their gear, duty gun, etc that they replenish, maintain, repair (I don't believe gun jamming and health update was intended for crims only but rather the whole server for "RP quality"). This has been on our dev request list for years. We would love to have an internal economy system where faction members had to upkeep their gear/equipment. This ties in with the above suggestion too about /fl being a dynamic secondary inventory - it should be a stock of equipment that requires upkeep, not a brand new spawned item each time you click it. Make police items / gear, Actual items rather than basically having a menu that spawns things. Essentially the above point, but lootable cops would be a bad thing for the health of the community in my opinion. 1
Eliza Posted September 16, 2025 Report Posted September 16, 2025 1 hour ago, MrSilky said: Make police items / gear, Actual items rather than basically having a menu that spawns things. Essentially the above point, but lootable cops would be a bad thing for the health of the community in my opinion. If actually implemented, this could be added script wise to disable looting injured and dead cops, and disallow robbing cops for their duty weapons rule wise or just make it so it wont show up when looting/frisking them 1 1
CalvinKlein Posted September 16, 2025 Author Report Posted September 16, 2025 1 hour ago, MrSilky said: Limit how much you can take from your on duty vehicle using /fl (except for tazer) This is RPly limited already. It is a faction rule in PD/SD to RPly collect the equipment you patrol with from the armoury before leaving - then only using that equipment while patrolling. Make /fl like a dynamic secondary inventory with x stock that you can replenish at the station. Great idea - this is similar to some dev requests we have outstanding. Remove the helicopter that can go 270. (sparrow) The sparrow is only used for very niche situations - it's not used generally or against standard vehicles. It's also a new addition, so is subject to change, it is currently on trial. Thermal scopes can often see through walls and objects (fix or remove them) Agree - commonly an issue around labs or custom MLOs. Creates awkward (un)intentional situations. Add increased recoil (compared to on foot) on gunship passengers, doesn't make sense a heli 100 meters above you shoots a high recoil LMG, with 0 recoil, when the same weapon has high recoil when you're on foot. Agree - nothing more needs to be said. Same way there's an Evidence Locker, create personal lockers where LEOs have their personal locker, with their gear, duty gun, etc that they replenish, maintain, repair (I don't believe gun jamming and health update was intended for crims only but rather the whole server for "RP quality"). This has been on our dev request list for years. We would love to have an internal economy system where faction members had to upkeep their gear/equipment. This ties in with the above suggestion too about /fl being a dynamic secondary inventory - it should be a stock of equipment that requires upkeep, not a brand new spawned item each time you click it. Make police items / gear, Actual items rather than basically having a menu that spawns things. Essentially the above point, but lootable cops would be a bad thing for the health of the community in my opinion. It looks like everyone agrees for the most part but it's just a dev thing at this point ://
Wsf Posted September 16, 2025 Report Posted September 16, 2025 I really think these would be great additions. Regardless of game balance which I already 100% agree with I would also like to add another point on how these would be healthy for the server. Honestly I really think that play time should be rewarded. For example, spending countless hours days and weeks grinding for an HSW vehicle has to have an upside(Please note the added changes to HSW that will be rolled out soon). I've spent 100s of hours buying my vehicles and even then losing cops ain't no simple task that requires alot of patience and stamina that cops don't have to abide. In chases I risk crashing and ending my run whilst cops can spawn vehicles at any time of their choosing which is another problem in my opinion but I digress. In most times the cops don't even have to change vehicles because there are already another 5 units chasing aswell. I would like to conclude this by saying that I hope these points are taken into consideration. Would make me feel that my time and effort is being respected. 1
Bala Posted September 16, 2025 Report Posted September 16, 2025 Trying to make the playing experience for another group of people even more shitty isn't going to make your experience any better, by the way. You'll just end up with less people wanting to try and oppose you, which I suppose would suit some people in the community. There are plenty of more pressing things to address in ECRP (which they were doing in July and then stopped), rather than hog-tying the police departments through the script.
CalvinKlein Posted September 16, 2025 Author Report Posted September 16, 2025 29 minutes ago, Bala said: Trying to make the playing experience for another group of people even more shitty isn't going to make your experience any better, by the way. You'll just end up with less people wanting to try and oppose you, which I suppose would suit some people in the community. There are plenty of more pressing things to address in ECRP (which they were doing in July and then stopped), rather than hog-tying the police departments through the script. 90% of criminals would agree the most pivotal things we need is 1. crim updates 2. cop balances. It's not hog-tying or ruining their gameplay, it's balancing, more immersive, both more rewarding and punishing. 1 1
CalvinKlein Posted September 17, 2025 Author Report Posted September 17, 2025 2 hours ago, MrSilky said: This has been on our dev request list for years. We would love to have an internal economy system where faction members had to upkeep their gear/equipment. This ties in with the above suggestion too about /fl being a dynamic secondary inventory - it should be a stock of equipment that requires upkeep, not a brand new spawned item each time you click it. Thinking about it now, it has SO much potential from different aspects and I'll bring inspiration from other servers. For example, PD armory is low on SMG ammo, announcement made on Radio to conserve SMG, or use a different gun. Command member of PD makes a re-supply request, now PD members need to convoy to Zancudo Lake, park their trucks at X location while the trucks are being "Loaded" with an action timer. Now they need to convoy back to mission row parking and park the trucks at x Spot and have an action timer to resupply the locker. While this is happening, gangs can decide to attack the convoy (which this whole heavy weaponry, gunship, etc) makes sense to be used to defend and the whole "militarized" section of law enforcement. IF trucks are stolen, after X time they spawn crates with x amount of guns and ammo and armor (balances decided by staff). Gives cops an activity when they transport, and Metro/SEB good use to their "Militarization" and crims a high risk-reward situation where they could hit those transports, and OCCASIONALLY, win and run off with the supplies. See it's not just about having bad gameplay for one side or hog-tying one side, it's about balance and better gameplay for both @Bala 1
Wsf Posted September 17, 2025 Report Posted September 17, 2025 @Balawhy do you think putting cops on the same playing field as crims is hog tying them?
Demonmit1 Posted September 17, 2025 Report Posted September 17, 2025 (edited) 9 hours ago, Wsf said: @Balawhy do you think putting cops on the same playing field as crims is hog tying them? Because the guns are not ours as individuals to use as we please? 1700 hours on my LEO character played, 9+ months since i joined the faction, and im still not allowed to use a standard rifle. I can go on my crim and go chop one car, rob two stores, or sit at a lab for 15 minutes and have enough money to go buy a rifle and use it in any way i please. Y'all DONT want law enforcement to have the same access to gear that crims do, you dont want us on the same playing field. Edited September 17, 2025 by Demonmit1
DaddyShrood Posted September 17, 2025 Report Posted September 17, 2025 12 hours ago, CalvinKlein said: Thinking about it now, it has SO much potential from different aspects and I'll bring inspiration from other servers. For example, PD armory is low on SMG ammo, announcement made on Radio to conserve SMG, or use a different gun. Command member of PD makes a re-supply request, now PD members need to convoy to Zancudo Lake, park their trucks at X location while the trucks are being "Loaded" with an action timer. Now they need to convoy back to mission row parking and park the trucks at x Spot and have an action timer to resupply the locker. While this is happening, gangs can decide to attack the convoy (which this whole heavy weaponry, gunship, etc) makes sense to be used to defend and the whole "militarized" section of law enforcement. IF trucks are stolen, after X time they spawn crates with x amount of guns and ammo and armor (balances decided by staff). Gives cops an activity when they transport, and Metro/SEB good use to their "Militarization" and crims a high risk-reward situation where they could hit those transports, and OCCASIONALLY, win and run off with the supplies. See it's not just about having bad gameplay for one side or hog-tying one side, it's about balance and better gameplay for both @Bala That is just a recipe for petty reports and will ultimately turn the server into something resembling Donetsk, more than it already does. Ultimately the way to make the server better from a crim POV is make DOC far better, add far more activities and opportunities to do stuff. Also, increase the variety of crimes available to do as well, give the cops more to respond too, therefore making it busier for everyone and more enjoyable. 1 2
CalvinKlein Posted September 17, 2025 Author Report Posted September 17, 2025 1 hour ago, Demonmit1 said: Because the guns are not ours as individuals to use as we please? 1700 hours on my LEO character played, 9+ months since i joined the faction, and im still not allowed to use a standard rifle. I can go on my crim and go chop one car, rob two stores, or sit at a lab for 15 minutes and have enough money to go buy a rifle and use it in any way i please. Y'all DONT want law enforcement to have the same access to gear that crims do, you dont want us on the same playing field. Yeah do that as a crim you’ll lose that AR in no time. Also wdym 1700 hours and you can’t use a regular AR, you can spawn a Bullpup Mk2 with 300 bullets and refill whenever in a vehicle (was the most OP ar before Mk2 nerfs) Your char can’t use combat MGs / heavy rifles / etc because you’re not in SWAT, you’re a detective. not even asking for “even playing field” it’ll always be in favor of cops, from the ease of navigation with backups/panic on GPS, gear , everything. suggestion aims to create more balance while the scales are still in your favor, remember as a cop the win is “getting content and RP” not an arrest. 1
alexalex303 Posted September 17, 2025 Report Posted September 17, 2025 19 hours ago, Lincoln Derose said: if i’m not mistaken, PD & SD can pull out HSW vehicles now, no? you are mistaken.
Demonmit1 Posted September 17, 2025 Report Posted September 17, 2025 2 hours ago, CalvinKlein said: Yeah do that as a crim you’ll lose that AR in no time. Also wdym 1700 hours and you can’t use a regular AR, you can spawn a Bullpup Mk2 with 300 bullets and refill whenever in a vehicle (was the most OP ar before Mk2 nerfs) Your char can’t use combat MGs / heavy rifles / etc because you’re not in SWAT, you’re a detective. not even asking for “even playing field” it’ll always be in favor of cops, from the ease of navigation with backups/panic on GPS, gear , everything. suggestion aims to create more balance while the scales are still in your favor, remember as a cop the win is “getting content and RP” not an arrest. You've hit on the exact reason why this whole "same playing field" argument is such a massive disconnect, and I want to address your specific points about personal lockers and restockable inventories. I get the desire to put us under the same kind of logistical pressure that crims face. But our side of the fence is just built completely differently from the criminal world. Like I said in my own post, I can hop on my crim, chop a car, and have enough cash for a rifle in no time. For a criminal, the main hurdle is getting the money. Once you have that physical gun in your stash that you have to maintain, it's yours. You own it. You have the freedom to use it pretty much however you want. For us, even if that Bullpup is a physical item I have to grab from a locker, maintain, and restock, it's still not truly "mine." My access to that physical item is still locked behind a mountain of things you guys never have to deal with: It took me over 1700 hours and 9+ months of dedicated service just to be in a position to even be considered for a specialized unit like GND, where that one rifle is an option. GND is one of the most restrictive divisions to get into. The access to that rifle is a direct reflection of being one of the few investigators tasked with going directly after 20+ heavily armed active gangs and nearly 900 crim players that are or have been gang affiliated. This is the biggest difference. Even with that physical gun in my hand, I am buried under a strict Force Continuum and Standard Operating Procedures. I can't just pull it out on a whim. Its deployment has to be justified by the situation, and if I use it improperly, I face real in-character consequences like suspension, demotion, or being fired and blacklisted. So, while I appreciate the spirit of your suggestion, adding a layer of logistical grind on top of the massive bureaucratic and procedural grind we already have doesn't really create "balance." It just adds another level of tedious restriction to our already restricted gameplay. We're not playing the same game, and we're not supposed to be. Crims have freedom with the risk of asset loss. We have stability with the risk of a rulebook that dictates our every move.