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Lsrcr Forum • Changes to the arresting system - Page 2

Lsrcr Forum

Los Santos Roleplay Cops and Robbers
https://ls-rcr.com/forum/

Changes to the arresting system

https://ls-rcr.com/forum/viewtopic.php?t=127224

Page 2 of 3

Re: Changes to the arresting system

Posted: January 20, 2025, 10:06 pm
by Karu_Tepes
January 20, 2025, 9:23 pmThorax wrote:
January 20, 2025, 8:09 pmKaru_Tepes wrote:
January 20, 2025, 7:57 pmThorax wrote:
I strongly disagree with this suggestion because it would create an unfair advantage for criminals. They already have access to tools like black market items to escape, and adding a 20 seconds delay to arrests would make it nearly impossible for LEOs to do their jobs effectively.

As a SWAT member, we know how critical timing is during high-risk operations. A 20 second delay would give criminals too much time to escape or retaliate, putting SWAT and Army units at a serious disadvantage. Additionally, the 5 seconds cooldown after breaking handcuffs is a huge problem. This gives criminals a clear window to escape, and while they can be tazed, it’s not always enough to stop them, especially in group situations.

This system would disrupt the balance of the server, making it far too easy for criminals to avoid justice. I believe this suggestion should not be implemented. The current system is fair and ensures both sides can play their roles effectively. Changing it would harm the gameplay experience for LEOs and the server as a whole. -1
Maybe if cops played fair and stopped unbalancing the server with 4 swat to 0 criminals, we wouldnt need to make changes. The whole point of helping us escape is because none of us like being fucked up the arse by 6+ cops at once when solo.
I understand your frustration, but the server’s design naturally alternates between periods of high LEO activity and high criminal activity. This balance ensures fairness, as both sides get their moments to dominate and succeed.

When the activity of the criminals is low against many LEOs, it can feel overwhelming, but that’s part of the game’s dynamic nature. The current system is fair because it allows both LEOs and criminals to play their roles succesfully at different times. Removing mechanics like the dispatch message for breaking handcuffs would disrupt this balance, giving criminals too much of an advantage as they will pass the limit of the crime. and making it harder for LEOs to maintain order.

The current system works because it keeps the gameplay engaging and balanced for everyone. This balance should be preserved to ensure the server remains enjoyable for all players. -1
I'm fairly sure you have two brain cells fighting for third place if you think that's how a CNR server works. Let's think about this logically for a second. I know that's difficult for you, as clearly you are behind even my autistic ass in basic comprehension skills, but I'll do my best.

When there is no LEO activity or low LEO activity, it leads to criminals taking over. This is because criminal work can be done regardless of if someone is there to stop them or not. It can even be done solo when you're the only player online.

When there are too many LEOs online, criminal activity drops because it becomes too difficult to do anything. See, there is zero fun in doing maybe two robberies before spending five real minutes in alca. This is more infuriating than ANY cophunt because while criminals just send you back to respawn to try again, cops force you to wait MINUTES staring at a fucking wall before you can respawn and try again.

When LEO activity is high, no one wants to get wanted because NO ONE wants to stare at a wall for five minutes. And there is zero chance of winning a 5v1 fight when all five are cuffing you. You can't even START protecting yourself because of how unfair and unbalanced it is.

When LEO activity is high, no one wants to switch to LEO skin either. This is because there is NO ONE GETTING WANTED, and even if someone does decide to be an idiot and get wanted, they're going to be in alca before you even get into their area because a dozen LEOs were closer. This means no fun, no score, no reason to play.

When crime is high, everyone can have fun because cops have a challenge, cophunters have targets, and lower levels can go away from the action to work. When LEO activity is high, no one can do criminal work or LEO work, and without any money or score to be made, people simply log out.

The bullshit of having 4 swat members online with zero wanteds just makes people bored and causes them to log out which actively hurts our player counts. The selfishness of making high LEO activity when no one is wanted does nothing but slaughters our player counts and harm the server overall more than I slaughter idiots when you post garbage like your opinion because you based it off selfishness instead of logical facts and common sense.

Re: Changes to the arresting system

Posted: January 20, 2025, 11:00 pm
by ThoraX
January 20, 2025, 10:06 pmKaru_Tepes wrote:
January 20, 2025, 9:23 pmThorax wrote:
January 20, 2025, 8:09 pmKaru_Tepes wrote:


Maybe if cops played fair and stopped unbalancing the server with 4 swat to 0 criminals, we wouldnt need to make changes. The whole point of helping us escape is because none of us like being fucked up the arse by 6+ cops at once when solo.
I understand your frustration, but the server’s design naturally alternates between periods of high LEO activity and high criminal activity. This balance ensures fairness, as both sides get their moments to dominate and succeed.

When the activity of the criminals is low against many LEOs, it can feel overwhelming, but that’s part of the game’s dynamic nature. The current system is fair because it allows both LEOs and criminals to play their roles succesfully at different times. Removing mechanics like the dispatch message for breaking handcuffs would disrupt this balance, giving criminals too much of an advantage as they will pass the limit of the crime. and making it harder for LEOs to maintain order.

The current system works because it keeps the gameplay engaging and balanced for everyone. This balance should be preserved to ensure the server remains enjoyable for all players. -1
I'm fairly sure you have two brain cells fighting for third place if you think that's how a CNR server works. Let's think about this logically for a second. I know that's difficult for you, as clearly you are behind even my autistic ass in basic comprehension skills, but I'll do my best.

When there is no LEO activity or low LEO activity, it leads to criminals taking over. This is because criminal work can be done regardless of if someone is there to stop them or not. It can even be done solo when you're the only player online.

When there are too many LEOs online, criminal activity drops because it becomes too difficult to do anything. See, there is zero fun in doing maybe two robberies before spending five real minutes in alca. This is more infuriating than ANY cophunt because while criminals just send you back to respawn to try again, cops force you to wait MINUTES staring at a fucking wall before you can respawn and try again.

When LEO activity is high, no one wants to get wanted because NO ONE wants to stare at a wall for five minutes. And there is zero chance of winning a 5v1 fight when all five are cuffing you. You can't even START protecting yourself because of how unfair and unbalanced it is.

When LEO activity is high, no one wants to switch to LEO skin either. This is because there is NO ONE GETTING WANTED, and even if someone does decide to be an idiot and get wanted, they're going to be in alca before you even get into their area because a dozen LEOs were closer. This means no fun, no score, no reason to play.

When crime is high, everyone can have fun because cops have a challenge, cophunters have targets, and lower levels can go away from the action to work. When LEO activity is high, no one can do criminal work or LEO work, and without any money or score to be made, people simply log out.

The bullshit of having 4 swat members online with zero wanteds just makes people bored and causes them to log out which actively hurts our player counts. The selfishness of making high LEO activity when no one is wanted does nothing but slaughters our player counts and harm the server overall more than I slaughter idiots when you post garbage like your opinion because you based it off selfishness instead of logical facts and common sense.
When I appreciate your passion for the server's dynamics, I think it's important keep the discussion constructive and free of unnecessary Insults. personal attacks don't contribute to resolving the issue and only take away from the actual points being made.

As for what you said, I agree that the balance between LEOs and criminals is important. But I don’t think high LEO activity ruins the server. Criminals can still find ways to adapt and play, just like LEOs do when criminal activity is high. The system is designed to give both sides moments of challenge and dominance, which keeps the game interesting for everyone.

You mentioned that people log off when there are too many LEOs, but that’s part of how the server works. Sometimes it favors one side, and other times it shifts to the other. If we start removing mechanics like the dispatch message for breaking handcuffs, it could make things too easy for criminals and create an unfair advantage.

Finally, saying my opinion is selfish isn’t fair. I’m only trying to keep the game balanced and enjoyable for both sides. If you have ideas to improve things without breaking the balance, I’d be happy to hear them. Let’s focus on making the server better for everyone instead of attacking each other.

Criminals already have several tools and advantages to help them escape, such as black market items like the tazeref, jammer, and Cuff kit ( for the break cuffs ), which are specifically designed to assist in evading LEOs. These mechanics ensure that criminals have opportunities to succeed, even when LEO activity is high.

We should wait for the developers' input, as they’ve created these mechanics to maintain balance.

Re: Changes to the arresting system

Posted: January 20, 2025, 11:11 pm
by Kobra.
I agree+1

Re: Changes to the arresting system

Posted: January 20, 2025, 11:17 pm
by Karu_Tepes
January 20, 2025, 11:00 pmThorax wrote:
January 20, 2025, 10:06 pmKaru_Tepes wrote:
January 20, 2025, 9:23 pmThorax wrote:


I understand your frustration, but the server’s design naturally alternates between periods of high LEO activity and high criminal activity. This balance ensures fairness, as both sides get their moments to dominate and succeed.

When the activity of the criminals is low against many LEOs, it can feel overwhelming, but that’s part of the game’s dynamic nature. The current system is fair because it allows both LEOs and criminals to play their roles succesfully at different times. Removing mechanics like the dispatch message for breaking handcuffs would disrupt this balance, giving criminals too much of an advantage as they will pass the limit of the crime. and making it harder for LEOs to maintain order.

The current system works because it keeps the gameplay engaging and balanced for everyone. This balance should be preserved to ensure the server remains enjoyable for all players. -1
I'm fairly sure you have two brain cells fighting for third place if you think that's how a CNR server works. Let's think about this logically for a second. I know that's difficult for you, as clearly you are behind even my autistic ass in basic comprehension skills, but I'll do my best.

When there is no LEO activity or low LEO activity, it leads to criminals taking over. This is because criminal work can be done regardless of if someone is there to stop them or not. It can even be done solo when you're the only player online.

When there are too many LEOs online, criminal activity drops because it becomes too difficult to do anything. See, there is zero fun in doing maybe two robberies before spending five real minutes in alca. This is more infuriating than ANY cophunt because while criminals just send you back to respawn to try again, cops force you to wait MINUTES staring at a fucking wall before you can respawn and try again.

When LEO activity is high, no one wants to get wanted because NO ONE wants to stare at a wall for five minutes. And there is zero chance of winning a 5v1 fight when all five are cuffing you. You can't even START protecting yourself because of how unfair and unbalanced it is.

When LEO activity is high, no one wants to switch to LEO skin either. This is because there is NO ONE GETTING WANTED, and even if someone does decide to be an idiot and get wanted, they're going to be in alca before you even get into their area because a dozen LEOs were closer. This means no fun, no score, no reason to play.

When crime is high, everyone can have fun because cops have a challenge, cophunters have targets, and lower levels can go away from the action to work. When LEO activity is high, no one can do criminal work or LEO work, and without any money or score to be made, people simply log out.

The bullshit of having 4 swat members online with zero wanteds just makes people bored and causes them to log out which actively hurts our player counts. The selfishness of making high LEO activity when no one is wanted does nothing but slaughters our player counts and harm the server overall more than I slaughter idiots when you post garbage like your opinion because you based it off selfishness instead of logical facts and common sense.
When I appreciate your passion for the server's dynamics, I think it's important keep the discussion constructive and free of unnecessary Insults. personal attacks don't contribute to resolving the issue and only take away from the actual points being made.

As for what you said, I agree that the balance between LEOs and criminals is important. But I don’t think high LEO activity ruins the server. Criminals can still find ways to adapt and play, just like LEOs do when criminal activity is high. The system is designed to give both sides moments of challenge and dominance, which keeps the game interesting for everyone.

You mentioned that people log off when there are too many LEOs, but that’s part of how the server works. Sometimes it favors one side, and other times it shifts to the other. If we start removing mechanics like the dispatch message for breaking handcuffs, it could make things too easy for criminals and create an unfair advantage.

Finally, saying my opinion is selfish isn’t fair. I’m only trying to keep the game balanced and enjoyable for both sides. If you have ideas to improve things without breaking the balance, I’d be happy to hear them. Let’s focus on making the server better for everyone instead of attacking each other.

Criminals already have several tools and advantages to help them escape, such as black market items like the tazeref, jammer, and Cuff kit ( for the break cuffs ), which are specifically designed to assist in evading LEOs. These mechanics ensure that criminals have opportunities to succeed, even when LEO activity is high.

We should wait for the developers' input, as they’ve created these mechanics to maintain balance.
You're being attacked because instead of giving me a logical debate, you're using AI to make a reply. Either do your best to give a logical reason behind your opinion, or accept there is no logic and reevaluate your opinion. Using AI to give you an opinion is pathetic.

Anything that makes players log out due to frustration with the server mechanics is a significant problem, especially when it's an ongoing issue. We need MORE players, and alienating the very few we have with broken mechanics only harms the server.

Your mention of the blackmarket tools is a prime example. You put it there, thinking it will work, but clearly if it worked we wouldn't be having this discussion to begin with. The taze reflector only has one charge, the jammer only works on swatbomb, and the cuff kit has a failure chance. When it is 4 or more cops all spamming commands, even black market items cannot keep up, and 4 cops versus one criminal is simply not fair. When LEOs team up to target a single user so badly that even black market items are not effective in balancing the situation, that is a massive problem that needs addressed and that is what we are facing. Now, stop using AI to reply to me, or I'm simply going to ignore you.

Re: Changes to the arresting system

Posted: January 21, 2025, 6:45 am
by Rollen
Great idea hope this idea be added in server Positive

Re: Changes to the arresting system

Posted: January 21, 2025, 1:52 pm
by ThoraX
I don’t know why you’re fixated on this bullshit AI. I’m sharing my opinion for everyone, not just you, so no one cares if you ignore.

As for the mechanics, they’re not perfect, but they’re designed for balance. Black market tools give criminals a chance, not a guarantee, just like teamwork gives LEOs an edge. The game developers were serious when designing these tools for battles between criminals and police. They understood that the game's core would always revolve around intense combat, keeping it engaging and dynamic, even during periods of low activity.

Re: Changes to the arresting system

Posted: January 24, 2025, 12:57 am
by Hiresh
Spoiler: show
January 19, 2025, 7:33 pmCover wrote:
Change the way arresting work, update the arrest command from a simple two letter command (/ar) to (/arrest), allowing players a chance to break from the handcuffs.
I don’t agree with this. Players already have several items they can use to avoid being cuffed, like taze reflectors and other items. When someone does get cuffed, it’s usually because the player is skilled or they’ve copied the cuff command with your ID while staying focused on you. If the cuff command is copied, the player will try to cuff you as they approach. At that point, you can anticipate their attempt and react accordingly. If you’re quick enough, you only need to type /bc, while the cop still has to type /ar (id). Since this the arrest system is mostly command-based, I feel like the faster player should win in this battle. That said, I haven’t played as a cop or criminal in a while, so what I said can be completely off.

‎
January 19, 2025, 7:33 pmCover wrote:
Instead of the arrested players being teleported immediately to prison, make it so that when the LEO uses the /arrest command, the wanted player remains standing still in handcuffs for 20 seconds. This would make it feel more realistic where the player is waiting for a transportation unit to arrive and take them to jail, rather than being instantly teleported there, and to give players a chance to break from the handcuffs or their friends to assist them.
Even though it’s realistic, I feel like it makes the arrest system more complicated than necessary. Arresting is one of the core mechanics and is designed to be simple. Adding a 20-second wait feels like an heavy nerf and a significant change, which in my opinion isn't the way we should tackle the LEO/crim issue.

‎
January 19, 2025, 7:33 pmCover wrote:
Once a player breaks the handcuffs, there is a 5 second cooldown before they can be placed in handcuffs again. However, they can still be tazed without any issues.
If this gets added then I expect the following: If a criminal breaks their cuffs, the LEO is essentially forced to kill them because /taze has limited uses, and it’s likely some taze uses were already used to cuff the player in the first place. This makes the chances of the criminal being re-arrested after breaking cuffs very slim. But, I think this is a change that would add some more power to /bc. The only requirement I would have is if the /bc chances are fair according to this system.
January 19, 2025, 7:33 pmCover wrote:
A balancing system that applies only to Police and not to SWAT or Army. This system limits the number of players in the Police skin to 30% of the total server players. For example, if there are 30 players online, only 10 players can choose Police skin, and the rest cannot unless more players join the server.
This has been suggested before, but some players just don't want to be a criminal and you have to respect that as a CnR server. Limiting a core class because too many people already picked it is in my opinion unfair. Also if I were someone who didn’t want to play as a criminal, I’d probably leave the server rather than wait for more players to join, and I don't think I would be the only one. You can read more reasons as to why we shouldn't limit it here: viewtopic.php?t=115369, although it's an old topic, the points made in this topic are still relevant.

In the above spoiler you can see my opinion on each suggestion you listed, I can already tell you that I disagree with most. The LEO/crim ratio has been a problem for quite a while, but I feel like instead of nerfing the LEOs, we should give more to do for the criminals. Currently criminal gameplay in my opinion is very stale. Either it's cophunting or robbing (shops), and if we zoom in more on robbing shops it's the following:

-> Spawn
-> Get weapons/items needed
-> Go to a shop and rob it
-> Go outside and to the next shop and rob it (x2)
-> Go outside and get arrested by a team of cops camping outside

The number of shops you can rob often depends on the LEO/criminal ratio before someone starts camping outside. Sure, you can check the map every time you’re outside, but if you’re one of the few criminals online, you’re almost guaranteed to get arrested really fast, especially in Los Santos. While changing the arrest system to make it harder for cops to arrest criminals sounds fair, wouldn’t that make playing as a criminal boring in the long run?

I personally think we should focus more on making criminal gameplay fun (e.g., improving robberies) rather than simply making things harder for cops. Adding more criminal activities and more robbery types is something I can think of. For instance, moving something illegal from point A to B in your vehicle (like business supplies) could be good activity. These outside activities would force cops to chase criminals instead of camping at a checkpoint to cuff and arrest them. More (outside) activities could make playing as a criminal more appealing, as players would feel they have a better chance of not getting arrested instead of right now.

We could also introduce some activities in Alcatraz. Currently, if you’re arrested and sent there, you’re mostly just chatting or AFKing until your time is up. Why not make it a bit more interactive and add some things to do, so being arrested isn't an AFK simulator.

Re: Changes to the arresting system

Posted: January 24, 2025, 2:32 am
by Karu_Tepes
January 24, 2025, 12:57 amHiresh wrote:
Spoiler: show
January 19, 2025, 7:33 pmCover wrote:
Change the way arresting work, update the arrest command from a simple two letter command (/ar) to (/arrest), allowing players a chance to break from the handcuffs.
I don’t agree with this. Players already have several items they can use to avoid being cuffed, like taze reflectors and other items. When someone does get cuffed, it’s usually because the player is skilled or they’ve copied the cuff command with your ID while staying focused on you. If the cuff command is copied, the player will try to cuff you as they approach. At that point, you can anticipate their attempt and react accordingly. If you’re quick enough, you only need to type /bc, while the cop still has to type /ar (id). Since this the arrest system is mostly command-based, I feel like the faster player should win in this battle. That said, I haven’t played as a cop or criminal in a while, so what I said can be completely off.

‎
January 19, 2025, 7:33 pmCover wrote:
Instead of the arrested players being teleported immediately to prison, make it so that when the LEO uses the /arrest command, the wanted player remains standing still in handcuffs for 20 seconds. This would make it feel more realistic where the player is waiting for a transportation unit to arrive and take them to jail, rather than being instantly teleported there, and to give players a chance to break from the handcuffs or their friends to assist them.
Even though it’s realistic, I feel like it makes the arrest system more complicated than necessary. Arresting is one of the core mechanics and is designed to be simple. Adding a 20-second wait feels like an heavy nerf and a significant change, which in my opinion isn't the way we should tackle the LEO/crim issue.

‎
January 19, 2025, 7:33 pmCover wrote:
Once a player breaks the handcuffs, there is a 5 second cooldown before they can be placed in handcuffs again. However, they can still be tazed without any issues.
If this gets added then I expect the following: If a criminal breaks their cuffs, the LEO is essentially forced to kill them because /taze has limited uses, and it’s likely some taze uses were already used to cuff the player in the first place. This makes the chances of the criminal being re-arrested after breaking cuffs very slim. But, I think this is a change that would add some more power to /bc. The only requirement I would have is if the /bc chances are fair according to this system.
January 19, 2025, 7:33 pmCover wrote:
A balancing system that applies only to Police and not to SWAT or Army. This system limits the number of players in the Police skin to 30% of the total server players. For example, if there are 30 players online, only 10 players can choose Police skin, and the rest cannot unless more players join the server.
This has been suggested before, but some players just don't want to be a criminal and you have to respect that as a CnR server. Limiting a core class because too many people already picked it is in my opinion unfair. Also if I were someone who didn’t want to play as a criminal, I’d probably leave the server rather than wait for more players to join, and I don't think I would be the only one. You can read more reasons as to why we shouldn't limit it here: viewtopic.php?t=115369, although it's an old topic, the points made in this topic are still relevant.

In the above spoiler you can see my opinion on each suggestion you listed, I can already tell you that I disagree with most. The LEO/crim ratio has been a problem for quite a while, but I feel like instead of nerfing the LEOs, we should give more to do for the criminals. Currently criminal gameplay in my opinion is very stale. Either it's cophunting or robbing (shops), and if we zoom in more on robbing shops it's the following:

-> Spawn
-> Get weapons/items needed
-> Go to a shop and rob it
-> Go outside and to the next shop and rob it (x2)
-> Go outside and get arrested by a team of cops camping outside

The number of shops you can rob often depends on the LEO/criminal ratio before someone starts camping outside. Sure, you can check the map every time you’re outside, but if you’re one of the few criminals online, you’re almost guaranteed to get arrested really fast, especially in Los Santos. While changing the arrest system to make it harder for cops to arrest criminals sounds fair, wouldn’t that make playing as a criminal boring in the long run?

I personally think we should focus more on making criminal gameplay fun (e.g., improving robberies) rather than simply making things harder for cops. Adding more criminal activities and more robbery types is something I can think of. For instance, moving something illegal from point A to B in your vehicle (like business supplies) could be good activity. These outside activities would force cops to chase criminals instead of camping at a checkpoint to cuff and arrest them. More (outside) activities could make playing as a criminal more appealing, as players would feel they have a better chance of not getting arrested instead of right now.

We could also introduce some activities in Alcatraz. Currently, if you’re arrested and sent there, you’re mostly just chatting or AFKing until your time is up. Why not make it a bit more interactive and add some things to do, so being arrested isn't an AFK simulator.
If you disagree with most of the topic, you could lock it and I'll post up a criminal activity improvement suggestion. I've had some ideas for a long time, I can always revamp them for you.

Re: Changes to the arresting system

Posted: January 29, 2025, 12:38 am
by Hiresh
January 24, 2025, 2:32 amKaru_Tepes wrote:
Spoiler: show
January 24, 2025, 12:57 amHiresh wrote:
Spoiler: show
January 19, 2025, 7:33 pmCover wrote:
Change the way arresting work, update the arrest command from a simple two letter command (/ar) to (/arrest), allowing players a chance to break from the handcuffs.
I don’t agree with this. Players already have several items they can use to avoid being cuffed, like taze reflectors and other items. When someone does get cuffed, it’s usually because the player is skilled or they’ve copied the cuff command with your ID while staying focused on you. If the cuff command is copied, the player will try to cuff you as they approach. At that point, you can anticipate their attempt and react accordingly. If you’re quick enough, you only need to type /bc, while the cop still has to type /ar (id). Since this the arrest system is mostly command-based, I feel like the faster player should win in this battle. That said, I haven’t played as a cop or criminal in a while, so what I said can be completely off.

‎
January 19, 2025, 7:33 pmCover wrote:
Instead of the arrested players being teleported immediately to prison, make it so that when the LEO uses the /arrest command, the wanted player remains standing still in handcuffs for 20 seconds. This would make it feel more realistic where the player is waiting for a transportation unit to arrive and take them to jail, rather than being instantly teleported there, and to give players a chance to break from the handcuffs or their friends to assist them.
Even though it’s realistic, I feel like it makes the arrest system more complicated than necessary. Arresting is one of the core mechanics and is designed to be simple. Adding a 20-second wait feels like an heavy nerf and a significant change, which in my opinion isn't the way we should tackle the LEO/crim issue.

‎
January 19, 2025, 7:33 pmCover wrote:
Once a player breaks the handcuffs, there is a 5 second cooldown before they can be placed in handcuffs again. However, they can still be tazed without any issues.
If this gets added then I expect the following: If a criminal breaks their cuffs, the LEO is essentially forced to kill them because /taze has limited uses, and it’s likely some taze uses were already used to cuff the player in the first place. This makes the chances of the criminal being re-arrested after breaking cuffs very slim. But, I think this is a change that would add some more power to /bc. The only requirement I would have is if the /bc chances are fair according to this system.
January 19, 2025, 7:33 pmCover wrote:
A balancing system that applies only to Police and not to SWAT or Army. This system limits the number of players in the Police skin to 30% of the total server players. For example, if there are 30 players online, only 10 players can choose Police skin, and the rest cannot unless more players join the server.
This has been suggested before, but some players just don't want to be a criminal and you have to respect that as a CnR server. Limiting a core class because too many people already picked it is in my opinion unfair. Also if I were someone who didn’t want to play as a criminal, I’d probably leave the server rather than wait for more players to join, and I don't think I would be the only one. You can read more reasons as to why we shouldn't limit it here: viewtopic.php?t=115369, although it's an old topic, the points made in this topic are still relevant.

In the above spoiler you can see my opinion on each suggestion you listed, I can already tell you that I disagree with most. The LEO/crim ratio has been a problem for quite a while, but I feel like instead of nerfing the LEOs, we should give more to do for the criminals. Currently criminal gameplay in my opinion is very stale. Either it's cophunting or robbing (shops), and if we zoom in more on robbing shops it's the following:

-> Spawn
-> Get weapons/items needed
-> Go to a shop and rob it
-> Go outside and to the next shop and rob it (x2)
-> Go outside and get arrested by a team of cops camping outside

The number of shops you can rob often depends on the LEO/criminal ratio before someone starts camping outside. Sure, you can check the map every time you’re outside, but if you’re one of the few criminals online, you’re almost guaranteed to get arrested really fast, especially in Los Santos. While changing the arrest system to make it harder for cops to arrest criminals sounds fair, wouldn’t that make playing as a criminal boring in the long run?

I personally think we should focus more on making criminal gameplay fun (e.g., improving robberies) rather than simply making things harder for cops. Adding more criminal activities and more robbery types is something I can think of. For instance, moving something illegal from point A to B in your vehicle (like business supplies) could be good activity. These outside activities would force cops to chase criminals instead of camping at a checkpoint to cuff and arrest them. More (outside) activities could make playing as a criminal more appealing, as players would feel they have a better chance of not getting arrested instead of right now.

We could also introduce some activities in Alcatraz. Currently, if you’re arrested and sent there, you’re mostly just chatting or AFKing until your time is up. Why not make it a bit more interactive and add some things to do, so being arrested isn't an AFK simulator.


If you disagree with most of the topic, you could lock it and I'll post up a criminal activity improvement suggestion. I've had some ideas for a long time, I can always revamp them for you.
I left it open to see if anyone had counterpoints to my opinions. If no one responds soon with good reasons to support the suggestion, I'll close it.

Re: Changes to the arresting system

Posted: January 29, 2025, 1:10 am
by Commander
1: ofcourse, change /ar to /arrest, which gives criminals a chance to escape from the cops.

2: It also seems fair for hitmen trying to carry out contracts and for teammates who assist friends in avoiding death. Leaving you cuffed for 30 seconds gives me a chance to prove it i have a whole folder to back this up. Five seconds would be sufficient.

3: It would also benefit balance for the cops, with a maximum of 10 cops allowed to spawn, which is fair enough for a semi-active server.

4: Regarding the /pcs command, there should be at least three attempts instead of just one, which currently results in either a pass or fail when used in a cop hunt or when someone is cuffed.

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