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Actualbears

Adjust fleeca bank robbery gains

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The current version is there is a certain amount of 10k money packs per x officers on-duty. This just leaves to smaller groups throwing 7-8 dudes at a bank robbery during PD dead hours and take off with 1-2 packs each person for a hot spanking 20-30k each crim and then run out and flee, leaving about 1/2 of the total money.

My suggestion is to instead allow the vaults to carry the max amount of money inside but adjust the amount of money per pack. If there is only the minimum amount of officers on-duty needed for bank robberies to happen, they would have to risk the fact they are actually raiding a vault of a bank to get the big gains when there's only 10 spread out units on-duty and 10 people inside the vault grabbing a quick 20-30k per person and cheesing it.  

This I feel would help adjust the fact the first on-scene officers who arrive at the bank job with people inside actually have a chance to avoid a fear-rp breach for trying to stop the unrealistic large crowd raiding the vault when they run outside and make those who do take the chance of raiding a distant bank like Chumash during dead pop hours actually have a chance of consequences. 

Edited by Actualbears
  • NAY 1
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