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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • Nerfing LEOs

Lsrcr Forum

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

Nerfing LEOs

https://ls-rcr.com/forum/viewtopic.php?t=107522

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Nerfing LEOs

Posted: May 29, 2020, 1:39 am
by *Sunday*
Your name: [Lsrcr]Sunday

Suggestion headline: Make it obligatory for all LEOs (including SWAT and Army) to /su a suspect before shooting them at all. Alternatively, /su is not required if the suspect has already shot at them (or rather dealt any amount of damage) or shocked them. Failure to obey this rule would result in the LEO immediately becoming a "rogue cop" - basically a regular wanted suspect (red) who would lose all LEO commands and powers. To avoid punishing players for single accidential shots, the LEO would need to deal a certain amount of damage to the suspect before the system kicks in (let's say 25% HP maybe, what works best should be tested though).

Importance of suggestion: 7/10
Why should it be accepted:
1. It would balance out cops and criminals a bit. Nowadays when you see a cop you usually don't even run and rather fight to the end because you know you'll get blown up within 30 seconds unless you have an NRG/Infernus. With the new system in place, running away would become a better option since you have a real chance to get away if you can avoid getting /su. This would turn many cop-criminal encounters into pursuits, which are way more fun than a bunch of sawn-off duels here and there.
2. It would add a light roleplay element to the server. It's realistic that cops wouldn't use deadly force on suspects who don't shoot at them and haven't had the chance to surrender yet. It's also realistic that cops who illegally kill suspects become suspects themselves and don't stay on the police force. This addition would also make it possible for police officers to betray each other, adding a whole new, fun element to the game.

Re: Nerfing LEOs

Posted: May 29, 2020, 2:33 am
by Karu_Tepes
I like the way you think. More roleplay, more work for the cops, but without a huge change. Full support.

Re: Nerfing LEOs

Posted: May 29, 2020, 2:39 am
by Playa
I kind of agree, we do need more crimes. Would definitely encourage more fun chases purely based on driving skills and not just shooting. An addition to this could possible be vehicle damage as well. If the cops damage the vehicle of the criminals they should become "rogue cops". But then the question is, what about the factions? Army and SWAT are supposed to be specialized factions for heavy duty work. I guess what really needs a revamp is the division of work and power between LEOs.

Re: Nerfing LEOs

Posted: May 29, 2020, 3:25 am
by Karu_Tepes
Playa wrote:
I kind of agree, we do need more crimes. Would definitely encourage more fun chases purely based on driving skills and not just shooting. An addition to this could possible be vehicle damage as well. If the cops damage the vehicle of the criminals they should become "rogue cops". But then the question is, what about the factions? Army and SWAT are supposed to be specialized factions for heavy duty work. I guess what really needs a revamp is the division of work and power between LEOs.
Well, if we do the Criminals Corner/Leo's Lounge update, spike traps and electrodarts would be a thing. Swat of course has their bomb, and Army has the Hunter...

Re: Nerfing LEOs

Posted: May 29, 2020, 8:36 am
by ackman
Lost_Soul wrote:
I like the way you think. More roleplay, more work for the cops, but without a huge change. Full support.
Basically, this ^
I hope this one becomes a priority for devs.

Re: Nerfing LEOs

Posted: May 29, 2020, 1:28 pm
by Carl__Carl
Since they already have /pu for orange suspects /su will include red suspects . That would make sense because not all players want to fight , some would rather a chase . Such an addition would be good .

Re: Nerfing LEOs

Posted: May 29, 2020, 5:15 pm
by Faraon78910
This would drastically change gameplay for army as it now and to swat this wouldn't make any change because they're most of time not solo. As for cops most of them go straight cuff ar, and by adding this it would only worsen situation for criminals. This could confuse new players, probably cause bugs and some players might abuse it. -1

Re: Nerfing LEOs

Posted: May 29, 2020, 10:02 pm
by Karu_Tepes
Faraon78910 wrote:
This would drastically change gameplay for army as it now and to swat this wouldn't make any change because they're most of time not solo. As for cops most of them go straight cuff ar, and by adding this it would only worsen situation for criminals. This could confuse new players, probably cause bugs and some players might abuse it. -1
That's the damn point... to ARREST. Army should be killing, and they have /su for that. But as for the simply LSPD (blues) they should only be trying to arrest. Shooting should be for if a criminal shoots first. Pursuits would be far better as cops would have to chase, it would be a challenge. Can you outrun all the LSPD? Can the LSPD catch you? Will the army gun you down? It would be FAR more realistic than just "oh I robbed a store and got shoot 150 times by the entire departent"

Re: Nerfing LEOs

Posted: May 30, 2020, 12:55 am
by *Sunday*
Faraon78910 wrote:
This would drastically change gameplay for army as it now and to swat this wouldn't make any change because they're most of time not solo. As for cops most of them go straight cuff ar, and by adding this it would only worsen situation for criminals. This could confuse new players, probably cause bugs and some players might abuse it. -1
I guess we could ease up the rule on Army members so their gameplay doesn't get too stale. Let's say this system doesn't get added for Army but instead an Army rule gets added which states "you may use deadly force only if the suspect has tried to run away or has used deadly force". Since Army members are more disciplined and rule bound by their faction we can assume that this rule could be honored reasonably well. So basically the only change to Army gameplay would be that you can't kill a suspect whose standing still and offering no resistance What do you think?

Btw, this isn't a part of the main suggestion, this is just me thinking of ways to make it work if this issue proves to be a big issue for Army.

Also there's an alternative suggestion, why not add this system (my original suggestion) for everyone but for orange suspects only? This would be roleplayish since red suspects are assumed to be top wanted and dangerous so it's kinda reasonable that police shoot to kill on sight. It would also be the first time there's a real difference between orange and red suspects besides the jail you're going. In practice it would pay off to be orange so you get a slight advantage when encountering police (opposite to being red which would mean you can get shot right away).

Re: Nerfing LEOs

Posted: May 31, 2020, 3:33 pm
by CarlosJ
I support this idea and the statement above.

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