Timmaayy Posted November 12, 2025 Report Posted November 12, 2025 I think it’d be great to have a system that tracks how long a player has been detained at a police scene. That time could then count toward their jail or prison sentence, so if they’ve already been held for a while, it gets deducted once they’re actually jailed. Basically, an officer could use something like /detain [ID], and from that point on, the time would start tracking until the player is either released or sent to prison/jail. It’d be super helpful in situations where investigations take a while, so people don’t end up serving extra time on top of what they already spent detained. Since there’s not much to do in prison right now, this would make sentences feel a bit fairer and easier to handle after being held for longer than needed. Of course, once the prison update comes out, this might not be as necessary depending on what changes. 9 3 1 Quote
Ritchie Stones Posted November 12, 2025 Report Posted November 12, 2025 2 minutes ago, Timmaayy said: I think it’d be great to have a system that tracks how long a player has been detained at a police scene. That time could then count toward their jail or prison sentence, so if they’ve already been held for a while, it gets deducted once they’re actually jailed. Basically, an officer could use something like /detain [ID], and from that point on, the time would start tracking until the player is either released or sent to prison/jail. It’d be super helpful in situations where investigations take a while, so people don’t end up serving extra time on top of what they already spent detained. Since there’s not much to do in prison right now, this would make sentences feel a bit fairer and easier to handle after being held for longer than needed. Of course, once the prison update comes out, this might not be as necessary depending on what changes. then i think prison sentences should be higher again, because sometimes you spend already an hour on the scene before driving to prison, i never understood why people hate prison, i barely get cought thou, but once im in i just accept it and go with it, its an hour max 2 its not that bad Quote
HobGoblin Posted November 13, 2025 Report Posted November 13, 2025 I think this is a good idea however it needs to be automatic. A lot of things happen on hectic scenes and it would be easier for cops to forget to run the command then someone will be upset. Quote
Ash Posted November 13, 2025 Report Posted November 13, 2025 26 minutes ago, HobGoblin said: I think this is a good idea however it needs to be automatic. A lot of things happen on hectic scenes and it would be easier for cops to forget to run the command then someone will be upset. starts counting from a successful handcuff, resets when uncuffed or /prison'd maybe 4 Quote
Cal Posted November 13, 2025 Report Posted November 13, 2025 +1. I think crims will be far less annoyed at going to DOC with this addition. Sometimes big scenes take a long time to even get DOC due to cops bls’ing everyone, frisking them, MD coming to the scene, taking injured to Pillbox, driving to DOC, being processed by DOC staff and then finally starting the sentence. Quote
Demonmit1 Posted November 13, 2025 Report Posted November 13, 2025 6 hours ago, Ash said: starts counting from a successful handcuff, resets when uncuffed or /prison'd maybe would have to change the handcuff system, where you're no longer able to move once you're handcuffed, like a lot of other servers have. or else people would abuse it, running away while cuffed, etc. Quote
DaddyShrood Posted November 13, 2025 Report Posted November 13, 2025 How would it work if someone breaks out of custody? There's so many flaws to this idea I'm not entirely sure how you'd safeguard it properly. Quote
Tylerwalk Posted November 13, 2025 Report Posted November 13, 2025 +1, I have had multiple instances over the years where i have had to sit in the back of a tarv for 30+ minutes and it is just straight up annoying. With this being added it would allow pd/sd to take more time for situations and not have to deal with the crims complaining in the back of a cruiser 247. Quote
Timmaayy Posted November 13, 2025 Author Report Posted November 13, 2025 I did think about an automatic way, like what has been said above about it starting when someone is cuffed, however, in most situations, players are not left waiting for a while, and it wouldn't make sense for the small charges with short sentences. However, I suppose it could be automatic and some kind of threshold used. So, only up to a certain amount of time can be taken off Quote
Ash Posted November 13, 2025 Report Posted November 13, 2025 An argument could be made for a % modifier that cops can use (or inform doc of) from say 10%-40% for example /prison [id] 20 would knock 20% off the jail time It doesn't need to be completely accurate to how much actual time was served, and could effectively be something given as a bonus for actually engaging in the scenario and roleplaying in a fun and engaging way and not being one of those /me keeps bleeding out people trying to force death. Obvious negative is that power being in the hands of law enforcement and the ability for abuse or favouritism, but if it's not automatic that's just going to always be a concern. Quote
Eliza Posted November 13, 2025 Report Posted November 13, 2025 +1 its not as bad now with the arraignment form and reduced prison time, but it used to be so bad being injured in a shootout, then being stabilized and left wherever you are, then having to wait however long for the situation to conclude (sometimes taking over a half hour) before even being taken to DOC to start your several hours prison sentence Quote
imran Posted November 13, 2025 Report Posted November 13, 2025 +1 i think it would be good, but let's say if the player was detained for more than 5min, then anything after this 5 min would reduce the prison time. this way crims will try to delay the scene and create more RP than just sitting inside walls, the crim could also benifits from this by defending himself. Quote
Requiem Posted November 14, 2025 Report Posted November 14, 2025 While the concept on paper sounds great and I am in support of, in practice/execution, I don't believe this would work well. Too many edge cases where this would be abused, forgotten about, make people upset or ruin immersion with people immediately going into /b asking for the command to be run ASAP. As others already brought up, what happens if the /detain command is run and then the criminal escapes, whether from an ambush, running away, or what ever other means. We would have no proper way of tracking the commands use ICly as well. Quote
inorigj Posted November 14, 2025 Report Posted November 14, 2025 On 11/13/2025 at 7:33 AM, DaddyShrood said: How would it work if someone breaks out of custody? There's so many flaws to this idea I'm not entirely sure how you'd safeguard it properly. Can be range wise. if the player gets to far away from the Detaining officer and or a police station. like if you're within 50-100 meters of the officer who cuffed you. then it will tell you "You've escaped custody and are no longer considered detained" and an officer could have the option pop up in chat. "you've moved to far away from PLAYER ID, they're no longer in your custody. did they escape?" and they can simply select yes or no and a UI menu that pops up like the U menu Could also make it possible to transfer who is the "detaining officer" lets say a normal Patrol officer is transporting a 15 to the station for a detective. the Arresting officer could then transfer the custody of the 15 to the detective. making the detective's range count instead. Quote
DaddyShrood Posted November 15, 2025 Report Posted November 15, 2025 7 hours ago, inorigj said: Can be range wise. if the player gets to far away from the Detaining officer and or a police station. like if you're within 50-100 meters of the officer who cuffed you. then it will tell you "You've escaped custody and are no longer considered detained" and an officer could have the option pop up in chat. "you've moved to far away from PLAYER ID, they're no longer in your custody. did they escape?" and they can simply select yes or no and a UI menu that pops up like the U menu Could also make it possible to transfer who is the "detaining officer" lets say a normal Patrol officer is transporting a 15 to the station for a detective. the Arresting officer could then transfer the custody of the 15 to the detective. making the detective's range count instead. I'm still not entirely convinced. I can just see it turning into an absolute shit show in /b with people endlessly complaining, or even deliberately stalling on purpose just so that their actual time in DOC is minimal. It's a good idea in principle but an absolute minefield in practice. Quote
Bala Posted November 15, 2025 Report Posted November 15, 2025 What I suggested to the developers was something to the effect of; Quote A complaint especially on complex LEO scenes is that the arrest procedure for individuals can take too long and as a result, prolongs the amount of time before someone can serve their sentence. This leads to them sometimes wanting to skip RP and feeling more oocly negative about the arrest procedure, to the point of impatient hostility. What I propose, is a cuff timer. It would begin when a player is cuffed and continue while they are cuffed. This would be stored on their character's account and when they are finally jailed/prisoned, anything above 5 minutes or up to below 20 minutes would be discounted from their final sentence, at a rate of 50% (Min - 2.5min to Max 10min). The timer wouldn't continue if they were uncuffed and it would reset completely when they were jailed/prisoned. End of the day, it's not really an individual's fault if they end up on a big scene that takes ages to load everyone up from so they should have some concession of time. At the same time, with the VIP modifiers and such, time is already reduced so you don't want to reduce it by too much. By having a min/max cap on it, you're taking time off a person's sentence but also not devaluing the time they are going to get in prison by too heavily discounting it. With regards to people who evade after being cuffed, it'd stay on your account until you are prisoned. If you are getting arrested today and I cuff you for 10 minutes, but then you escape, you've still had 10 minutes and will get 5 minutes off when you are eventually processed. If the cuffing process happens again, it'll continue ticking right up until that 20 minute cap at which point you'll get 10 minutes off. Cops get less OOCly angry criminals, Crims get some of their time back. Everyone wins. 1 Quote