Rule Suggestion (3.4 Putting your Life at Risk)

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Suggestion Topic: 3.4 Putting your Life at Risk
Suggestion Description: Make hostage sits where if people start shooting after demands are met 3.4

The reason im making this is because there has been a number of incidents where Hostage situations have been complete cancer, Where the PD has to act a curtian way, Where the situation as they are out numbered and outguned they just start shooting after all demands are met, Putting there life in jeprody for little rewards, what im suggesting is as follows, Once demands have been met, both sides try to limit lost of life as much as possable, while this can easily be done on the PD side of things, Its alot harder with crim, as criminals tend to shoot first ask questions later

In this case I feel like with overwhelming numbers on the crim side this would be fine, Lets say 5 people you would have a chance with nades and diffrent types of things like that, But without numbers considering it 3.4 would be an idea to try and curb hostage sits that just turn into shootouts anyway putting the hostage in jeprody

TLDR if people have a 3 second attention span -- Shit like this should not happen -- https://medal.tv/games/garrys-mod/clips/m6HpqSihNkQsM2ETs?invite=cr-MSxreVEsMzE1MzQ1NjQ&v=40

Why should this be added?:
- Reduces PD blackscreen sydrome
- Reduces the ammount of cancer a hostage sit gives you
- Makes hostage sits have actual RP value other then getting stuff and shooting

What negatives could this have?:
- With my idea it does encurage more zerging behavour, this can be altered tho
- Makes it long for the hostage takers
- Just overall less clips from hostage takers / PD (Lets be honest tho that could be seen as a possitive to some people)
 
There is an incentive on the criminal side to escalate situations to a shootout for all of the lovely org xp, montage clips and just general dopamine hits, cops have strict rules regarding what they can/cant do during a hostage sit and I think it's only fair that if you take a hostage you should be expected to commit to roleplaying the situation realistically and not just wildly shooting after you get your 5k.
 
Suggestion Topic: 3.4 Putting your Life at Risk
Suggestion Description: Make hostage sits where if people start shooting after demands are met 3.4

The reason im making this is because there has been a number of incidents where Hostage situations have been complete cancer, Where the PD has to act a curtian way, Where the situation as they are out numbered and outguned they just start shooting after all demands are met, Putting there life in jeprody for little rewards, what im suggesting is as follows, Once demands have been met, both sides try to limit lost of life as much as possable, while this can easily be done on the PD side of things, Its alot harder with crim, as criminals tend to shoot first ask questions later

In this case I feel like with overwhelming numbers on the crim side this would be fine, Lets say 5 people you would have a chance with nades and diffrent types of things like that, But without numbers considering it 3.4 would be an idea to try and curb hostage sits that just turn into shootouts anyway putting the hostage in jeprody

TLDR if people have a 3 second attention span -- Shit like this should not happen -- https://medal.tv/games/garrys-mod/clips/m6HpqSihNkQsM2ETs?invite=cr-MSxreVEsMzE1MzQ1NjQ&v=40

Why should this be added?:
- Reduces PD blackscreen sydrome
- Reduces the ammount of cancer a hostage sit gives you
- Makes hostage sits have actual RP value other then getting stuff and shooting

What negatives could this have?:
- With my idea it does encurage more zerging behavour, this can be altered tho
- Makes it long for the hostage takers
- Just overall less clips from hostage takers / PD (Lets be honest tho that could be seen as a possitive to some people)
I agree so much, nowadays theres no rp on situations like that. Crims mostly looking for XP for their org without not even roleplaying.

İf you are making a hostage sit at least roleplay that.
 
I don't see this being changed, I personally have fought for change on this stuff but there just not enough support to back it. Obviously you have my support and hopes but I don't see anything change.
 
As someone that has done hostage sits as both parties and has had to deal with reports regarding these hostage situations, I believe there should be some sort of rule change regarding hostage sits, specifically ones in the PD.
This is a role playing server. As much as I enjoy a little shootout myself, hostage sits became free ways to start a shootout that is winnable within the hornet nest of the PLPD.

I am for this rule change or for adding it to a different rule.
If all demands are met and a significant amount of time has already passed (let’s say 10 minutes) criminals should NOT start shooting.
They have all the resources they need to safely get out without risking their characters life in a shootout. If police chase after the hostage was set free, then shooting is perfectly fine. Usually it is part of the demands to not chase anyways.

This is something that will require both police and criminal cooperation as a lot of crims feel that hostage sits always end with some random pistol cop opening fire, making it impossible for them to trust that police won’t do silly things during the hostage situations. This caused a large group of crims to just start the shootout themselves before police could so they had the advantage.
 
I also feel like something PD side also should be considered (Didn't read everything) but I have ONLY had experiences where I give the hostage and get shot square in the face, or I go into my car only to be met with the largest ballistic missile right onto my car engine
 
I’ve also made a suggestion regarding this topic before, something NEEDS to change. The roleplay when it comes to a hostage situation is absolutely appalling, whereas the rest of the server in terms of situations is usually to a high standard. Couldn’t agree more Tyrone:)
 
I also feel like something PD side also should be considered (Didn't read everything) but I have ONLY had experiences where I give the hostage and get shot square in the face, or I go into my car only to be met with the largest ballistic missile right onto my car engine
Also agree with this, but it’s the same with any rule, if either party decides they aren’t in the mood to follow said rule then the victim can just F6 it. That being said there would need to be slightly different rules for Civ & PD.
 
There was a recent post suggesting something similar. https://perpheads.com/threads/hostage-situations.73805/page-3#post-529909

Rules regarding gameplay are pretty much in place to find the balance between restricting roleplay outcomes and making the roleplay experience enjoyable; the more rules you add, the less diverse the roleplay can be.

It’s not always a bad thing to get rid of diverse roleplay, like sexual roleplay being disallowed in a children’s game

I am usually very against rules that put roleplay on rails (for example not allowing criminals to shoot for x amount of time after a successful hostage taking)

Here is my response to that previous post:
Players don’t fear their life as deeply as they used to because over the years enforcement has slowly moved towards a slightly more relaxed stance.

I believe that how 3.4 is enforced genuinely separates PERP from most other servers, it’s why it’s one of the most popular servers (aside from the amazing development that has gone into pushing the boundaries of GMOD)

I say “people don’t fear their life as much as they used to” in a negative way, but I think perp is overall in a better place with how rules are enforced currently, I think it promotes a wider playerbase.

Hostage situations are usually just a stalling tactic because people know the cops are scared of getting an IA if they handle it wrong. We already have 5.6 for kidnapping; enforcing rules around how you can and when you can take a hostage - further than when you can kidnap someone - would not improve anything much, it would likely just be a combination of rules like 3.4, 2.5 and 5.6

Handling hostage situations from a police perspective could do with some adjustment: I have shot a hostage taker if they look away from a hostage, I think it’s pretty shitty RP to do that, somewhat an abuse of game mechanics that don’t allow players to look without aiming. Most officers are awful at dealing with hostage situations.

Maybe a good step to improving hostage sits would be to first start with a better take on standard police response. After better hostage sit responses are planned and deployed, problems that persist should be better covered by staff team on ensuring hostage taking is reasonable and within the rules

PERP has generally avoiding putting roleplay on rails that have to follow the same outcome, not allowing gunfire to be exchanged until “negotiations are called off” removes some dynamic roleplay. PERP is built from unpredictable and different experiences, doing anything to change or threaten this wouldn’t be in the best interests of the game, or be in standard with the rest of the rules.

TL;DR for the ADHD kids:
3.4 not as harshly enforced as it used to be so people do more shooty shooty bang bang
5.6, 2.5 and 3.4 already exist
Cops are bad at dealing with hostage sits
Fix cops response
Your suggestion to not allow gunfire really puts the roleplay on rails, something perp tries to avoid
 
@Medium response, which I can quite agree with somewhat, addresses mainly a pattern that roleplay servers eventually run into when mechanics encourage shootouts, unintentionally instead of roleplay. Hostage situations are supposed to create tension, character interaction and most importantly negotiation... Not just a reasoning or to act as a reliable trigger for a shootout.

The main issue is hostage situations inside or around PD becomes a guaranteed advantage for criminals who just want a shootout, Police are too concentrated in one location, and basically effectively becomes a way to pull a large number of PD into a confined space, where criminals can decide when exactly the fight starts. When that happens repeatedly, the situations stop being meaningful roleplay, and instead just turns into a predictable gameplay loop.

I think the idea that Medium has provided with demands and sufficient time being met, criminals and PD should not initiate shooting, it is a more than reasonable way to reinforce the purpose of 'hostage rp'.

Starting a shootout after all of these essential points just invalidates everything. ;
  • Successfully negotiated with PD
  • Demands were honoured (reasonably)
  • Received the resources they requested
  • Hostage was kept alive
Another important part is the trust issue between PD and criminals, which is a big root of the problem... A lot of crims will assume that eventually somebody on PD will either panic, or just take a shot, especially when the situation becomes chaotic, because of having that 'fear' a lot of criminals would prefer to initiate shooting first, so they can control the timing instead of risking being killed and being caught off guard.

I just suggest that;

Criminals;
  • If demands are met and the hostage is released within roleplay, you just simply leave...
  • The goal is escaping, saving your life and roleplaying the situation out, not forcing a gunfight.
PD;
  • If the hostage is released within well condition as well as the criminals complying, the terms requested by the criminals should be respected, as long as they are within reason.
Enforcing a current rule, such as 3.4 or creating a rule and / or policy for this encourages criminals to actually be somewhat more creative. Instead of treating hostage situations as an itching combat situation, they would have to rely on being strategic and planning, to out-run and escape PD. To conclude basically, I'm not saying that shootouts should be completely disregarded, or ignored. I fully believe that shootouts within these scenarios should still occur, as long as the demands aren't met or when the correct escalation has occurred, which makes the negotiations fail naturally.
 
Every crim knows that if they accept those terms they are just gonna get killed or put in jail. This makes it so the best option for crims would be to shoot the cops as they only lose by accepting those terms. So even if they accept them they will go to jail for over 7+ which already allows them to shoot cops. As much as i would like this to be a thing i just dont see it without there being some way to get away from the cops
 
Every crim knows that if they accept those terms they are just gonna get killed or put in jail. This makes it so the best option for crims would be to shoot the cops as they only lose by accepting those terms. So even if they accept them they will go to jail for over 7+ which already allows them to shoot cops. As much as i would like this to be a thing i just dont see it without there being some way to get away from the cops
Making it a rule will literally solve this problem. It just needs to be thought out so it doesn’t affect the integrity of role play and is fair for all parties involved.

If you don’t want to get killed or go to jail you should probably head over to PPS, they are lacking employees.
 
Making it a rule will literally solve this problem. It just needs to be thought out so it doesn’t affect the integrity of role play and is fair for all parties involved.
See that is what i mean becasue rn the crims can either agree and know that they will be gunned donw as soon as they are in thiere cars or they will get spiked so its either they try and shoot cops and get away with guns and drugs or hand over the hostage and get killed/get in jail.
 
I don't think I've had a hostage negotiation go wrong for me yet, where I have been the negotiator. As I just talked in a way that shows that my top priority is the hostage. I was even baby talking 2 new players the other day, where both hostage takers were visibly unarmed, and I annoyed the rest of the officers on scene for not immediately gun pointing them lmao (I didn't want it to result in a shootout where they draw firearms as we gunpoint, as it would be unnecessary if we can just talk them down and get them to comply peacefully, which is one of your jobs as a TFO and hostage negotiator).

As it is very valid, for crims to start shooting if they don't see any other way out of it. So I do agree to an extent it could be considered 3.4 to start shooting, when such a negotiation is taking place.

It also lacks creativity on the crims side, the other day we had a hostage at Small Subs 4, had TFU outside etc, I bluffed their being a bomb with the hostage in the back room, so if we don't get away safely, it will kill the hostage. Therefore it wouldn't and did not result in a shootout and we got away scot free.

As the rules state, you MUST value your life; shooting without exhausting all other options should account to 3.4 as "org xp" does not contribute to roleplay nor is it realistic. The same goes for the PD side also, sometimes officers start shooting, which causes death and harm unnecessarily when it could have been dealt with more peacefully, there are times where officers can shoot first, where it mitigates the risk, such as one hostage taker and it seems best course of action is to neutralise the threat.
 
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