Server Suggestion remove employed civilian game restrictions

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Suggestion Title: Allow civ employees to equip weapons
Suggestion Description: Civ jobs like taxi and courier should not restrict players' ability to equip weapons, grow drugs, spawn their own car, etc.. like a normal civilian.

The rules already allow them commit crime.

If charged with a crime relating to possession or violence, then that employee is already carrying the risk of being fired and blacklisted for a while.

Why should this be added?:
- Civilian employees should be able to enjoy the game like the rest of civilians.
- Makes being employed actually fun and viable at all times of the day versus only at peak hours when there are things to do for the job.
- Allows for some funny stories to be told to police which makes investigations more interesting
- Makes working as a civilian closer to a side gig rather than ONLY something you either fully commit to or dont touch.
- helps separate the somewhat lawful and good civs from the complete outlaws.

What negatives could this have?:
- Less people expect an employed player to commit a crime, even though they are fully able to, which may cause confusion.

What problem would this suggestion solve?: Civ jobs can feel monotonous when the game mechanics restrict civs from doing civ things despite the rules allowing those same players to freely commit crime as they are technically not government employees.
 
This is pretty funny so ill upvote it but staff will probably be dealing with alot of vague, borderline rule breaks such as "RC growing drugs, but he has to report a crime. Should he be blacklisted?"
RC is not in this discussion, that is a government job.

Civilian jobs are Courier, Taxi and freelancing fishers.
 
And what happens when people actually need to use the services provided by these jobs? Instead they are growing drugs or other illegal activity likely more beneficial than their actual job role
 
And what happens when people actually need to use the services provided by these jobs? Instead they are growing drugs or other illegal activity likely more beneficial than their actual job role
Typically, the players who work these jobs do it because they actually want to rather than because they need money.

Some do not know how to fully do drugs or have not invested time, like new players.

I understand this is a valid con, but it might not be so hard to remedy through either increasing the limit of how many can work that role at a time / removing the limit or giving a limited bonus for players to incentivize them to do a legal job for a little over doing crime as the job may pay more due to that limited daily incentive.

This almost reminds me of how a while ago some people were petitioning to make working a legal job actually pay just as good as crime so people do not have to feel obligated to play cookie clicker with a chem table for hours to succeed financially in the perp economy at a similar pace.
 
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no point having a job if you’re profiting from crime and for the sake of gameplay i don’t think this is a good idea whatsoever
 
im sorry but this is actually a terrbile idea and there wont be any point of going a job anyways. The whole point of jobs is just to distract the players from doing the same things over and over again like growing raiding and etc
 
How the hell can someone consistently balance delivering packages or fixing vehicles while running a dope operation on the side?

I do agree that they should be allowed to be armed, but definitely a -1 on the drug part from me; it makes no sense and will just end in paycheck farming while doing illegal activities, which shouldn't be the direction we move in as a community.
 



"Courier is AFK!"
"Nope, he's just tending to his drugs and mugging new players"

These players can't be mugged, they are never at risk of being shot (within the rules) as long as they follow 3.4, there is no reason they need a gun.
 

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