Cop NLR

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Description of the idea: Cops should be unable to see the life alerts of people in their previous lives.

Why should this be added? (pros): This means that if a cop has raided somewhere, died, they cannot come back and it doesn't force the people in the base to move or its "3.4" This will mean they can only respond when another cop who was alive has seen the life alert. This stops them breaking NLR completely.

What negatives could this have? (cons): Literally none apart from cops "getting less raids"

*Other additions: n/a

*Images: n/a
 
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When you kill cops simply leave the area, DNA should be removed however if that corpse was from their prior life.

Meaning if you stick around (3.4. btw) you have this risk, I assume this is in regards to the office raid that just happened where no cops were present for 10 minutes.
 
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No, in a realistic scenario cops would keep coming and coming and eventually there will be military, just leave.
 
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Yes, they then came back and raided us relentlessly, there was a tfu van circling it for that 10 minutes making sure we don't leave
 
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I was driving around the area for 10 minutes for you to exit so we could counter, no cops were in the area at that point. There was a very viable time frame of which you could have used to leave.
 

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People do realise PERP isn't supposed to be Cops Vs Robbers, it's supposed to be realistic. And in reality criminals barely, if ever, win a massive shootout like this.

It's not supposed to be a fair fight.
 

Mim

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Ethan makes a point, as much as compared to real-life isn't really something we can do as gameplay balancing and all that jazz but he is completely right. In real life cops don't usually lose shootouts like these, nor do they face balancing issues real life. However, in the case of Perp i can see why it's annoying that cops keep coming however, there's a reason the feature was added and I don't believe it should be changed.

In terms of what Synatec said he is also right, in real life the number of people coming wouldn't ever end, you would have waves of cops from different counties etc then eventually the military would be called in. In terms of balancing, I think it's pretty balanced, cops are bound to limited weaponry and policies, criminals can have huge guns, just shoot people for their guns being on their back or just kill people on sight. This would make raids increasingly harder and from a cop point of view would literally be pointless trying to raid a place.
 
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The fact that cops come back in 10 minutes incentivices you to leave the scene as quick as you can.
This suggestion isn't enforcable in a number of ways:

- What if you have a warrant, cops will come back anyways?! unless you move base, which is the whole point; they come back because you need to move. it would be a rulebreak otherwise

- people will just go back to pre police computer days and 'Just so happen to patrol in the area they died 10 minutes ago' and raid you anyways

- We can't know if a live alert in an arae belongs to that situation; OOCly that would be metagaming and we could miss out on other situations unrelated to the ones we died in.

perp isn't supposed to be a fair fight. Yes the realistic argument sounds stupid: if we made perp realistic enough criminals would never win and the server would be dead. But i'm honestly curious if we had a metric on how many times cops v criminals win a fight. There are people here who kill 8 cops in a row, im sure the fights more than fair now.
 
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So what happens when there’s 4 pistol cops online, you murder one of them at office then kill the rest of them, now you’ve just beaten the entire police force and can go back to sitting on your drugs carefree. That’s not realistic or enjoyable, not to mention the cops don’t win all that much. As Ethan said, it’s not supposed to necessarily be a fair fight.

-Support for reasons above.
 
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It is how it is right now to allow 3.4 to enforce itself in the sense that the longer you’re on the scene of your own crime, the more in danger you are.

Removing the ability for cops to respond to something they should after 10 minutes would be stupid and counter productive.
 

Sam

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This is a bad idea, from a development standpoint.

Closing active incidents on player respawn would cause major differences in the data different clients hold. And could potentially create ingame role play issues as one incident can be open for a long time, for example if cops use it to note down descriptions of suspects etc... so when the players NLR has expired he may be asked to read incident #22 but as he has respawned he can not see it, even if he is allowed to respond to the situation per NLR.

If something like this would be implemented we would also have to block 911 calls that are sent to cops that have NLR and where the call comes from their death zone. But then the question would be, if you die at slums, where does the death zone end? PD? Slums? Intersection? Office?

Then cons are bigger than the pros.
 
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See, this sorta should be implemented rules wise/policy wise, as if your responding to a life alert in a previous situation you died in, then its stupid, unless there is an officer there that is alive and hasnt died yet. Slums is a worst example to chose from. You also have to think about, if there was a raid that just occurred at slums, the officer dies, during this officers death, the raid is over and all the raiders have left. 3 mins after he respawned with 2 mins on his nlr timer, there is another raid at slums, he cant respond due to nlr circle.
 

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