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Extra Police Equipment - Printable Version

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+--- Thread: Extra Police Equipment (/showthread.php?tid=44)



Extra Police Equipment - Mr Green ™ - 02-14-2020

Hey everyone hows it going so this is my suggestions for the police let me know what you think  Rolleyes

1. handcuffs - I know for most when someone runs away and you catch them you end up being shot. Handcuffs would be a great addition! Of course over time the victim can break out of the cuffs (I believe theres already a script somewhere).

2. Speed gun - This makes giving speeding tickets and monitoring cars easier than simply guessing their speed.

3. Spike tracks - Lay the spikes out and pumpture the cars tires making them fall to a hault. (Script exists somewhere).

4. ticket system - This isnt really required but certainly makes it easier and the roleplay a lot more fun when it comes to writing people a ticket.

5. Parking Meters - I dont know is this script exists but if it does it would be a great addition to street parking.


So overall these suggestions would make the police role more interesting and giving more for cops to do and probably would see an increase in players becoming the role. These could be added to the police rank or simply even added to a new "Traffic Cop/Warden" role. Let me know your thoughts  Tongue


RE: Extra Police Equipment - dancore - 02-14-2020

Really liking all of the ideas, I definitely want to make the police more attractive for people to play rather than everyone only wanting to grow weed. My main goal for a couple of future updates is to find a way to get more people to be cops. Luckily we've already got spikes on the server, I just haven't implemented them.
I'll be keeping my eyes out on this suggestion.


RE: Extra Police Equipment - GoofaTroopa - 02-14-2020

I think police could see a major improvement with the addition of fortification equipment, APCs, more player models and perhaps a medic swat role. Adding a commission for the destruction of illegal substances could also be enticing as well as perhaps, in the long run, a better PD. The current PD undermines the power and reach of the current police only allowing 2 exits/entrances and a somewhat ignored roleplaying interior as well as having a somewhat non-threatening exterior.

Part of the appeal of the nexus from Industrial was how it made the police seem just as tyrannical and oppressive as the combine are, allowing players for and against the government to get immersed into the roles they play and enjoy the experience more. In addition to the nexus simply having nice visual appeal, it was also centralized in the map so it was easy for the police to pop out of anywhere taking advantage of the expansive underground, have flanking routes and also get to the action quickly and usually with advantage upon arrival.

I think a lot of the issues around the police feeling underpowered or not worth the play has largely to do with the map. Certain things could possibly be tweaked or added in the future to make this job more appealing and effective.

As to the ticketing, if there was a way of writing a reverse cheque, like requesting payment from a specific player as opposed to paying it, and the addition of some rules surrounding the rp, we could see good ticketing rp for any deemed inappropriate behavior. I think also a return of the morgues old easy want system for observed or automatically deemed illegal actions would largely help with arrests and rp, helping to steer swat and police away from the simple rdm role it holds currently.