[Server] LEO Updates

Rejected suggestions are moved in here.

Moderators: Suggestions helpers, Developers

61 posts Page 1 of 7
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

CriticaL

User avatar
Critical
Donator
Posts: 2741
Joined: December 8, 2014, 4:42 pm
Location: Cairo

Post by CriticaL » August 23, 2016, 11:55 pm
Before you start reading this, I'd like to say that I've stolen all the ideas from people and am not suggesting something new. So start voting as if you haven't seen this before, please.

TCC_Phenomenal already stated and explained the 'lack of balance' in his topic. Before you vote 'Cops and Criminals are already balanced', please take a look at his topic first. There are 2 factions for LEOs with amazing features, while there is only one faction for criminals that doesn't have much of features. So take this in consideration before voting too.
The purpose of the following suggestions is to make cops and criminals balanced. I'll just write them with explanations.
__________________________________________________________________

Suggestion 1: Allow cuffed players to run while they're cuffed.
Why should it be accepted: Because cops hand-cuff the criminals, so their legs are supposedly free?
--> By Naruk


Suggestion 2: Decrease Jail time for criminals.
Why should it be accepted: 5 minutes of jail can make one leave the game due to being bored of it. Which also ruins their gameplay and forces them to do something else.


Suggestion 3: Decrease the distance of tazing.
Why should it be accepted: Because cops can taze from a longass distance which is absolutely annoying.

Suggestion 4: Decrease taze effect duration.
Why should it be accepted: Taze effect lasts 3seconds, which is more than enough and I'm sure it has to be decreased too.



Are you done with reading? Great, here is a note. A poll is created in order to choose ONLY ONE suggestion. Adding all of them will make criminals overly powered. If you still insist on 'Cops and criminals are already balanced', a 'None of them' option is added for you. But, please explain why you still insist on that.
Last edited by CriticaL on September 3, 2016, 6:26 pm, edited 2 times in total.

Zoroark

User avatar
Zoroark
Retired Administrator
Posts: 4039
Joined: November 4, 2015, 4:46 pm
Location: San Fierro

Post by Zoroark » August 24, 2016, 2:08 am
If I'm forced to choose one than it might as well be the run while cuffed


However the one closest to that that I'd want is decreased Tase

Both of them are really up there on ways to make it balanced so yeah




However if accepted it should be made clear that tasing a criminal who runs in the cuffs after you've tased 3 times will still be considered tase spam since its more than 3 times.
Image

Image

Image

Image

Image

Image

Naruk

User avatar
Naruk
Posts: 1042
Joined: July 8, 2013, 1:51 pm
Location: Visayas, Cebu, Cebu City

Post by Naruk » August 24, 2016, 4:10 am
Credits 1st suggestion plz.. hahahajk

1st suggestion guys, promise it would be good af
"LIfe is fair because it is unfair to everyone."

An ordinary player.

Kevin

User avatar
Kevin
Posts: 1490
Joined: August 14, 2013, 5:54 pm

Post by Kevin » August 24, 2016, 4:54 am
I went for the first one, taze duration is already low, unless you mean the time between each taze a LEO can use.

Crossbones

Bonez
Posts: 3512
Joined: July 13, 2015, 6:33 am

Post by Crossbones » August 24, 2016, 5:04 am
Running while cuffed

Hawk

User avatar
Hawk
Posts: 529
Joined: December 19, 2010, 2:27 pm

Post by Hawk » August 24, 2016, 5:57 am
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!
Image

69.

69.
Posts: 382
Joined: April 29, 2016, 8:31 pm

Post by 69. » August 24, 2016, 8:30 am
Kevin wrote:
I went for the first one, taze duration is already low, unless you mean the time between each taze a LEO can use.
no it's not m8

why cant we vote for 2-3?
Image

CriticaL

User avatar
Critical
Donator
Posts: 2741
Joined: December 8, 2014, 4:42 pm
Location: Cairo

Post by CriticaL » August 24, 2016, 8:38 am
69. wrote:
Kevin wrote:
I went for the first one, taze duration is already low, unless you mean the time between each taze a LEO can use.
no it's not m8

why cant we vote for 2-3?
You can choose 2 options. But at the end they'll choose only 1, I assume..

Kev, 3 secs can't be low dude

Astrl

User avatar
[Lsrcr]Astrl
Senior Administrator
Supporter
Posts: 5097
Joined: March 9, 2016, 5:38 pm
Location: Northamptonshire, England

Post by Astrl » August 24, 2016, 12:53 pm
Allowing players to run whilst cuffed is one of the ones I've voted for, Not too bothered about jailtime myself but hey. I'll go with it.
Senior Administrator | Server Developer | Army Sergeant Major | Head Supporter

Naruk

User avatar
Naruk
Posts: 1042
Joined: July 8, 2013, 1:51 pm
Location: Visayas, Cebu, Cebu City

Post by Naruk » August 24, 2016, 8:47 pm
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".
"LIfe is fair because it is unfair to everyone."

An ordinary player.
61 posts Page 1 of 7
Return to “Rejected”

Who is online

Users browsing this forum: No registered users and 2 guests