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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • [Server] LEO Updates

Lsrcr Forum

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

[Server] LEO Updates

https://ls-rcr.com/forum/viewtopic.php?t=75355

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[Server] LEO Updates

Posted: August 23, 2016, 11:55 pm
by CriticaL
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.

Re: All-in-one suggestion

Posted: August 24, 2016, 2:08 am
by Zoroark
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.

Re: All-in-one suggestion

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

1st suggestion guys, promise it would be good af

Re: All-in-one suggestion

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

Re: All-in-one suggestion

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

Re: All-in-one suggestion

Posted: August 24, 2016, 5:57 am
by Hawk
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!

Re: All-in-one suggestion

Posted: August 24, 2016, 8:30 am
by 69.
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?

Re: All-in-one suggestion

Posted: August 24, 2016, 8:38 am
by CriticaL
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

Re: All-in-one suggestion

Posted: August 24, 2016, 12:53 pm
by Astrl
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.

Re: All-in-one suggestion

Posted: August 24, 2016, 8:47 pm
by Naruk
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".

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