[Server] LEO Updates

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All-in-one suggestion

44%
Suggestion 1 - Allow cuffed players to run while they're cuffed.
17
26%
Suggestion 3 - Decrease the distance of tazing.
10
8%
Suggestion 4 - Decrease taze effect duration.
3
23%
None of them
9

Total votes: 39

Robin

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Post by Robin » August 24, 2016, 9:22 pm
Naruk wrote:
Hey Clit, I have a modification for the first suggestion.

If we were to remove the freezing effect of cuffing, we probably also should either make people able to "run" or just "walk", and if we were to enable cuffed players to "run", like spamming space, then removing the "invulnerable" effect should be also removed. But idk, if we only enable them to "walk", can't press space, then most likely we're going to retain the "invulnerability".
When cuffed you can only jog, not sprint.
The invulnerable effect is because of the freezing also, so that's removed automatically.
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Naruk

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Post by Naruk » August 24, 2016, 10:49 pm
[Lsrcr]Robin wrote:
Naruk wrote:
Hey Clit, I have a modification for the first suggestion.

If we were to remove the freezing effect of cuffing, we probably also should either make people able to "run" or just "walk", and if we were to enable cuffed players to "run", like spamming space, then removing the "invulnerable" effect should be also removed. But idk, if we only enable them to "walk", can't press space, then most likely we're going to retain the "invulnerability".
When cuffed you can only jog, not sprint.
The invulnerable effect is because of the freezing also, so that's removed automatically.
Not really, the invulnerability effect was because we had to prevent the cuff killing abuse. Don't really know how it runs if ever the suggestion gets accepted. Isn't it
possible to sprint with the "cuffed" animation? In that case, if we were to allow the "sprinting", "invulnerability" effect is unnecessary. But both almost go the same way anyway.

Jog with invulnerability or Sprint without invulnerability
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CriticaL

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Post by CriticaL » August 25, 2016, 2:40 pm
Naruk, jogging will still make it useless. Removing the invulnerability from cuffed criminals makes sense.

BoSS

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Post by BoSS » August 25, 2016, 4:17 pm
None. Everyone that voted just doesn't want to get arrested.

69.

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Post by 69. » August 25, 2016, 4:28 pm
CriticaL wrote:
Naruk, jogging will still make it useless. Removing the invulnerability from cuffed criminals makes sense.
Nah m8, you could easily escape if you could jog.
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122policeofficer

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Post by 122policeofficer » August 25, 2016, 8:05 pm
Sorry only green light for decreasing jail time... :wink:

Mastro

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Post by Mastro » August 25, 2016, 8:33 pm
First suggestion. If it's about to get implemented, then at least cuffed players shouldn't be able to sprint but just jog. But still, I would prefer something better, for example; you need to aim at someone with a shock gun in order to taze them. You guys will realise that it's gonna be too easy to escape from a cop if you are going to be able to run while cuffed and because /bc (/breakcuffs) is already too op (if you have a high rob skill your chances to escape are almost 50% which is obviously too high) it's going to be ridiculously easy for criminals and ridiculously hard for cops.

Tazing is optional, and the reason of why you are suggesting this is because of tazing that causes this imbalance. If we were about to aim at someone with a gun in order to taze them, then it would be way harder. Remember, tazing is optional. Why do we need to nerf a command that must get executed in order to successfully arrest someone, and not nerf a command that is optional, is supposed to help us a bit, but yet, is way too overpowered comparing to /cuff cmd? It's not that hard to escape from a straight cuffer especially if you have a shockgun with you. But it's literally impossible (maybe I exaggerated a bit but anyway) to escape from someone who tazes.



Second suggestion: +1.


Third suggestion: -1.


Fourth: -1.
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Indognito

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Post by Indognito » August 26, 2016, 1:10 am
Hawk wrote:
I think that both option #1 and option #3 are useful. Tazing time is slower, and running while cuffed is good because they can get tazed again? An LEO has to go to more processes to arrest a criminal; therefore it would be more challenging for the cop and the criminal would have more chance to escape. I think balance would be possible here!

CXdur

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Post by CXdur » September 1, 2016, 12:40 am
Do you guys still believe that changes are necessary? We do not want to decrease the jail time as it would devalue jail cards, but do you still think it's too unbalanced? I personally feel like it's a lot more balanced in most cases now and chases last a lot longer, you have more chances at escaping and I don't see them as overpowered as they were. I want your opinions though and more suggestions are appreciated if you have something good.
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Zoroark

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Post by Zoroark » September 1, 2016, 1:19 am
CXdur wrote:
Do you guys still believe that changes are necessary? We do not want to decrease the jail time as it would devalue jail cards, but do you still think it's too unbalanced? I personally feel like it's a lot more balanced in most cases now and chases last a lot longer, you have more chances at escaping and I don't see them as overpowered as they were. I want your opinions though and more suggestions are appreciated if you have something good.
Run while cuffed would do nicely since in real life people do try to run while cuffed.

However as people said disable the sprint since its SAMP

(though IRL I've seen people sprint while cuffed though they look really awkward doing it)
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