- Staff
- #1
Description of the idea:
Adding actually useful police equipment to PERP, as well as
Recently suggestion regarding additions for police equipment seem excessive.
Tactical lockpick
A bobby pin which should be about 95% as effective as a standard bobby pin. You use it in the same way as you'd use a bobby pin. It is the same volume as a standard bobby. How effective it is will depend on your lockpicking level. It will however be about 75% the speed of a normal bobby pin.
The tactical lock pick won't "Break". It can fail however. The sound it makes if it fails will be louder than a regular bobby pin for balancing purposes.
ALTERNATIVE IDEA: Could allow TFU To choose bobby pins to replace C2, or it could work alongside C2.
Would be useful for getting into places without actually damaging the door.
Why should this be added? (pros):
- Makes sense. A tactical firearms officer in real life would have some sort of multitool with a lock pick.
- Pretty fucking tactical tbh.
What negatives could this have? (cons):
- Could be OP against large scale properties
- People could shoot cops thinking they're just raiders
Description of the idea:
Megaphone.
Accessible by Corporal +, the megaphone will amplify a players voice to about 3x the distance of /y. It will be equip-able in the same slot as road spikes will be. You hold left click to raise the megaphone, and when you speak whilst holding the left mouse button down, it will amplify your voice. It won't make it "louder", It'll add a slight grainy sound to it and extend the range.
Why should this be added? (pros):
It would be useful for clearing a perimeter, communicating with hostage takers, negotiations, and to evacuate the public. Could also be used to give orders to a potentially dangerous suspect from a safe distance.
What negatives could this have? (cons):
- Abuse (Which would be against policies)
Description of the idea:
Breathalyzer.
This will be given to Patrol and RTU officers, but not TFU, as this kind of activity is beyond TFO's. If a TFO Catches a suspected drink driver, they should notify a patrol or traffic officer.
The Breathalyzer will show if a user is intoxicated and provide a BA Estimation. The breathalyzer will work by left clicking a suspect who is in handcuffs, at which point a status bar will appear for 5 seconds, and it will give you an estimation on how intoxicated a user is.
For the sake of gameplay, the Breathalyzer will also pick up on drug use.
How it will work:
They'll be 3 levels of detection, which will be:
Intoxicated: Your characters vision and actions are currently under the effects of the drug.
Positive: You have consumed the drug in the past 15 minutes, but currently aren't physically under the influence.
Negative: You have not consumed the drug in the past 15 minutes.
Why should this be added? (pros):
- Makes sense
- Allows police officers to actually RP
What negatives could this have? (cons):
- Random drug and drink checkpoints taking up player time.
Description of the idea:
High vis jacket.
Will be equip-able by RTU officers only, a high vis already exists but its fucking shit and only accessibly by SA+ / Devs. It will make your body armour into a high visibility jacket, allowing officers to operate safer on the highway.
The high vis will spawn in the trunk of all cars belonging to RTU officers and should take up an equipment slot to equip and dequip. The item will be switched by a SWEP, a status bar will appear for 5 seconds to remove the vest.
Why should this be added? (pros):
- The item already exists, we just need a texture for it.
What negatives could this have? (cons):
- None
Description of the idea:
Chem light.
A chem light will be a glowstick accessible by TFU. You equip it and throw it or drop it. Left click will drop a chemlight. Pressing E on a chem light will destroy it, and they'll naturally disappear after 10 minutes. TFU will get 2 each.
Chem lights are used IRL by swat teams to mark important points of a scene for investigating officers and other team members. The chemlights should serve as beacons to show an area has been secured.
Why should this be added? (pros):
- PLPD Rave parties
- Useful for large property raids.
What negatives could this have? (cons):
- Essentially pointless.
- Maybe I've played too much SWAT 3 IDK.
- If implemented incorrectly could lead to FPS issues if they make the chemlight actually emit light.
Description of the idea:
DNA Tools determine who an item that was dropped by a player either manually or upon death belongs to.
The tool would give a name and description similar to how it works on bodies on who the last person to hold the gun was. The DNA Tool won't show the original owner if the gun was dropped from another players inventory however.
This won't work on props.
Why should this be added? (pros):
CERTAIN OFFICERS can stop pretending that they can't prove a gun belonged to a defender so they actually have to investigate it and not just minge grab someones legally used firearm after a crim vs crim / civ raid.
Officers can devote time into helping the community by returning lost property and do something actually good for a change.
What negatives could this have? (cons):
- none
Adding actually useful police equipment to PERP, as well as
Recently suggestion regarding additions for police equipment seem excessive.
Tactical lockpick
A bobby pin which should be about 95% as effective as a standard bobby pin. You use it in the same way as you'd use a bobby pin. It is the same volume as a standard bobby. How effective it is will depend on your lockpicking level. It will however be about 75% the speed of a normal bobby pin.
The tactical lock pick won't "Break". It can fail however. The sound it makes if it fails will be louder than a regular bobby pin for balancing purposes.
ALTERNATIVE IDEA: Could allow TFU To choose bobby pins to replace C2, or it could work alongside C2.
Would be useful for getting into places without actually damaging the door.
Why should this be added? (pros):
- Makes sense. A tactical firearms officer in real life would have some sort of multitool with a lock pick.
- Pretty fucking tactical tbh.
What negatives could this have? (cons):
- Could be OP against large scale properties
- People could shoot cops thinking they're just raiders
Description of the idea:
Megaphone.
Accessible by Corporal +, the megaphone will amplify a players voice to about 3x the distance of /y. It will be equip-able in the same slot as road spikes will be. You hold left click to raise the megaphone, and when you speak whilst holding the left mouse button down, it will amplify your voice. It won't make it "louder", It'll add a slight grainy sound to it and extend the range.
Why should this be added? (pros):
It would be useful for clearing a perimeter, communicating with hostage takers, negotiations, and to evacuate the public. Could also be used to give orders to a potentially dangerous suspect from a safe distance.
What negatives could this have? (cons):
- Abuse (Which would be against policies)
Description of the idea:
Breathalyzer.
This will be given to Patrol and RTU officers, but not TFU, as this kind of activity is beyond TFO's. If a TFO Catches a suspected drink driver, they should notify a patrol or traffic officer.
The Breathalyzer will show if a user is intoxicated and provide a BA Estimation. The breathalyzer will work by left clicking a suspect who is in handcuffs, at which point a status bar will appear for 5 seconds, and it will give you an estimation on how intoxicated a user is.
For the sake of gameplay, the Breathalyzer will also pick up on drug use.
How it will work:
They'll be 3 levels of detection, which will be:
Intoxicated: Your characters vision and actions are currently under the effects of the drug.
Positive: You have consumed the drug in the past 15 minutes, but currently aren't physically under the influence.
Negative: You have not consumed the drug in the past 15 minutes.
Why should this be added? (pros):
- Makes sense
- Allows police officers to actually RP
What negatives could this have? (cons):
- Random drug and drink checkpoints taking up player time.
Description of the idea:
High vis jacket.
Will be equip-able by RTU officers only, a high vis already exists but its fucking shit and only accessibly by SA+ / Devs. It will make your body armour into a high visibility jacket, allowing officers to operate safer on the highway.
The high vis will spawn in the trunk of all cars belonging to RTU officers and should take up an equipment slot to equip and dequip. The item will be switched by a SWEP, a status bar will appear for 5 seconds to remove the vest.
Why should this be added? (pros):
- The item already exists, we just need a texture for it.
What negatives could this have? (cons):
- None
Description of the idea:
Chem light.
A chem light will be a glowstick accessible by TFU. You equip it and throw it or drop it. Left click will drop a chemlight. Pressing E on a chem light will destroy it, and they'll naturally disappear after 10 minutes. TFU will get 2 each.
Chem lights are used IRL by swat teams to mark important points of a scene for investigating officers and other team members. The chemlights should serve as beacons to show an area has been secured.
Why should this be added? (pros):
- PLPD Rave parties
- Useful for large property raids.
What negatives could this have? (cons):
- Essentially pointless.
- Maybe I've played too much SWAT 3 IDK.
- If implemented incorrectly could lead to FPS issues if they make the chemlight actually emit light.
Description of the idea:
DNA Tools determine who an item that was dropped by a player either manually or upon death belongs to.
The tool would give a name and description similar to how it works on bodies on who the last person to hold the gun was. The DNA Tool won't show the original owner if the gun was dropped from another players inventory however.
This won't work on props.
Why should this be added? (pros):
CERTAIN OFFICERS can stop pretending that they can't prove a gun belonged to a defender so they actually have to investigate it and not just minge grab someones legally used firearm after a crim vs crim / civ raid.
Officers can devote time into helping the community by returning lost property and do something actually good for a change.
What negatives could this have? (cons):
- none