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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • [Server] Bank Robbery Improvements

Lsrcr Forum

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

[Server] Bank Robbery Improvements

https://ls-rcr.com/forum/viewtopic.php?t=77443

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[Server] Bank Robbery Improvements

Posted: November 3, 2016, 9:01 am
by [Lsrcr]Nitro.
Your name: [Lsrcr]Nitro
Importance: 9/10
Suggestions:
Increase robbery reward: I think this is a must because at the moment, robbing the bank isn't worth the risk. Could just go and rob the inside track and city hall for twice the reward and half the risk. I think the reward should be as followed, roughly 10k per player online (excluding himself) and 15k per player online to the one who buys the bomb.
Example: regular robber with 41 players in the server - roughly 200k
Leader/bomb planter - 300k.

Now all is well and the rewards have been increased traumatically, we've got to compenstate by making the difficulty higher.

Increasing the difficulty:
1. Limiting movement such as being unable to sprint with a moneybag (who could even do that with so much money)
2. When driving a motorcycle / bike, every 100 meters / more you will have a chance to drop the moneybag because it's quite difficult maintaining a balance with so much money!
3. This is a bit harsh but could also work nicely. Increasing the taze effect (+0.5 secs) on suspects carrying a moneybag.
4. New wanted level type thing, anyone who stays in the vault room during the bomb plantation will receive a regular 4 wanted level for being in a place they shouldn't be at. Once grabbing a moneybag, you will become a bank robber (basically most wanted but for all bank robbers).

Additions:
So for now there's no sprinting and motorcycles are less reliable, more taze time and a special wanted level just for bank robbers. These additions aim to offset fhe balance a tad and make it more possible to successfully rob the bank, please note that all of these are meant for teams and only teams. Here w go then.

1. Forming teams, more explained in the team part of this suggestion.

2. Armored suits. Basically, the stuff you see in GTA V. These suits are meant for teams.
What they do:
a. Add roughly 4 armor bars (so you'd have 500 armor value in total with base armor).
b. Make you invulnerable to cuffing and the taze timer is decreased to 0.5 secs.
c. They have limited running, being able to run (not sprint) for 5 - 8 secs every 15 secs or so.
d. Limited weapons available to use, no sawnoffs or any smgs, no snipers, no pistols. Meaning only m4/ak47 and pump shotgun/combat shotgun.
e. Cannot ride motorcycles/bikes obviously.
f. Should cost 40k per team member, the team leader buys for his entire group.
g. Can only be worn in the bank, before blowing the vault door. Takes 20 secs to wear and the cops are informed of civilians gearing up in heavy armor. They will receive a wanted level.
h. New look (maybe if possible adf lots of armor objects to the player n shit.

3. Armored vehicles.
Again, for teams and should be some vehicle of choice (one which is a bit large and kind of heavy)
Pretty simple, slower vehicle for more vehicle hp (maybe 2x the amount or 2.3x)
They should cost 120k or something like that to the team leader.

Teams:
Now this is the fun part. The heist planning part. Bank robbery can be done alone but it is unwise to do so, you will most likely fail. Therefore now there shall be more organized teams. A heist with a team can be organized through the blackmarket. Gone are the days claude will sit openly somewhere and hand out bombs per request! Claude has gone underground and now delves in serious criminal activities.
Basically in the black market there shall be a new section meant for players to head to.
A player will form a regular group and invite his team members. Once everyone is in the black market in the heist section, the group leader may ask claude to organize a heist. Initial cost will be around 20k or so (claude's share). In the heist planning room the team will discuss tactics (heavy armor suits, route, armored vehicle / cost spreading and such). The team leader will decide which upgrades to buy. Once they get all they need they must make their way to the bank, leaving a possible driver in the car / no driver (only group members will have access to the car). They head into the bank and the teamleader decidea when to put on the suits for his entire team. They head down, plant the bomb, grab the bags and return to the car. The driver becomes wanted as well (red) and they must make their way to one of the black market hideouts without cops nearby. Hideouts should be spread in the outskirts of LS in rather 'forgotten' locations, places which are not popular and hidden away. If the entire team makes it together they receive a small bonus (more score or something). The team could also split and reach different locations/ hideouts.
Teams should be anywhere between 1 (solo) to 6. The moneybags which spawn in the bank should be 5 (for a 6 man team minus a possible driver / extra reinforcement member).

SWAT: Swat is a special unit prepared to deal with terrorism / extreame criminal activity. It is only right that SWAT members will be geared up to deal with these threats.
This means adding some way of arresting these armored suit things. The way this works is: 2 swat members rush one of the criminals using a cmd like /takedown which will cause the two of them to neutralize the criminal to the ground, allowing for swat members to cuff them and either drag or let a cop arrest.
The cmd should have a 15 sec cooldown for spam reasons.
Also, once a swat member uses the cmd, might want to add some notification in the swat radio of a member using the takedown on a criminal so another member joins quickly (solves confusion) and make it so after 2 members did the cmd, no other member may use the takedown on the same suspect for 5 secs.

Army: The army is a serious force to be reckoned with. Therefore upon hearing the news of a bank robbery / suspects wearing heavy armor they may gear up with special heavy armor piercing bullets which act as a double / 2.5 damage buffer for weapons such as m4, ak, and shotguns which are not sawnoff (because that would be crazy strong, running everywhere and having a damage buff)

This is a crazy idea for improving the bank robbing system. I thought this up and decided it could be a cool idea to implement.
Also, the numbers here are crazy, they probably need some lots of balancing but that's the general idea.
This was also posted from my phone so excuse any typos.

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 10:02 am
by NotAnAdmin
Have a huge ass +1 please.
I want this so bad, this would help LSRCR RP too.

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 10:05 am
by Bobbi
NotAnAdmin wrote:
Have a huge ass +1 please.
I want this so bad, this would help LSRCR RP too.
+1 from me great idea!

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 10:13 am
by Indognito
This idea seems like it'd be a lot of fun. So I guess a+1 from me.

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 1:07 pm
by Sonit
Difficulty level is very high for criminals thus reward should be near 500k! (total)
+1 though.

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 4:32 pm
by army1
Are you sure? You are planning to modify 2004 game like GTA V? you wo8 mt, its not scriptable like you saying dropping money bag after 100 meters....

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 5:25 pm
by SkBoY
+1!!!!!!!!!

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 7:01 pm
by [Lsrcr]Nitro.
army1 wrote:
Are you sure? You are planning to modify 2004 game like GTA V? you wo8 mt, its not scriptable like you saying dropping money bag after 100 meters....
That's quite more than scriptable, counting distance. And "dropping" a moneybag is no big deal honestly, you roll a dice every 100 meters (or whatever) that would give you a number between let's say 1 to 5 (for 20% chance to drop). if it's 1, remove the player's moneybag and put it on the same coordinate the player is at.
You could also roll the dice if the player goes over a certain speed for a certain amount of time.

Please comment regarding the suggestion itself, not whether it is scriptable or not. Leave that for Cxdur to decide.

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 7:15 pm
by Robin
[Lsrcr]Nitro. wrote:
army1 wrote:
Are you sure? You are planning to modify 2004 game like GTA V? you wo8 mt, its not scriptable like you saying dropping money bag after 100 meters....
That's quite more than scriptable, counting distance. And "dropping" a moneybag is no big deal honestly, you roll a dice every 100 meters (or whatever) that would give you a number between let's say 1 to 5 (for 20% chance to drop). if it's 1, remove the player's moneybag and put it on the same coordinate the player is at.
You could also roll the dice if the player goes over a certain speed for a certain amount of time.

Please comment regarding the suggestion itself, not whether it is scriptable or not. Leave that for Cxdur to decide.
Get the position of the player > check if he traveled 100 unites > randomize the chance of making the bag fall.
Easy af.

Re: [Server] Bank Robbery Improvements

Posted: November 3, 2016, 8:13 pm
by Mr.Nightmare
Too hard too Much RP bank robbery could be RPish but you are making GTA SA into GTA V and it's not cool -999999 from me and leave the bank roberry system normal it's been like that for a long time and it's working perfectly for me. So no more bullshit

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