Server Suggestion Extend death timer to 10 minutes, remove NLR timer.

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Suggestion Title: Extend death timer to 10 minutes, remove NLR timer.
Suggestion Description: Extend the death timer to 10 minutes, scaling bleedout times accordingly. Remove the NLR timer.

Why should this be added?:
- A lot more chance to be revived by medics (which is a good thing, as much as people may say otherwise)
- No weird arkward waiting for your nlr timer to end before doing anything

What negatives could this have?:
- adhd zoomer brains (add subway surfers death screen minigame)

What problem would this suggestion solve?: No real problem, but a potential balancing idea for the new, larger map.
 
I really like the idea but I don't see how it would work with cops. If an officer has a 10-15 minute black screen the city would be much more crime-ridden.
 
I really like the idea but I don't see how it would work with cops. If an officer has a 10-15 minute black screen the city would be much more crime-ridden.
also works the opposite way, if an officer gets black screened, the new timer gives the criminal more of a chance to move away from the area the officer got blackscreened from and helps prevent accidental nlr break. But I don't think that's worth having a black screen for 10+ mins, it'd make pd a very boring job when it's peak hours and you're dying in every raid
 
Given the quantity of negative votes, it's clear that this will be denied, but I figured I'd flesh out some theoretical pros and cons to this idea regardless of people's general opinion.

I'll just start with the cons, as they're pretty easy to see:
- Longer death means that you are punished more severely for wrongful deaths, such as RDM and getting ran over by reckless drivers on accident.
‎ * This in particular means that you cannot spend your NLR timer doing other things while waiting to be allowed back, and if you're caught in an RDM loop with no staff online, this is a perpetual softlock.

- Police response times, if death timer is evened with civilians, become much longer between large scale incidents.
‎ * Police who die in a major suburbs shootout will not be able to respond to tidals 5 minutes later should another raid occur.
‎ * One result of this is the loss of general policing without an active police force, worsening the overall experience for those who either rely on police or would benefit from a police presence.

- Paramedics, firefighters, secret service, courier, taxi and roadcrew suffer a similar fate.
‎ * In the long run, couriers will be unable to deliver packages for over 10 minutes, leading to more OOC inquiries.
‎ * Taxi drivers are kind of underused and I doubt this will affect the job all that much. Not really a con.
‎ * Roadcrew, if all are dead, will be temporarily unavailable to police and civilians alike. 10 minutes in this scenario is a relatively long time given the pace of the gamemode.
‎ * Paramedics and Firefighters will have it worse, as everyone will suffer from either shortages or complete outages of employees available to respond to calls when dead, which boosts the death rate all over the map.

- With large scale shootouts come large waves of dead people.
‎ * This will cause vacuums in activity around the map when everyone if not most of the involved has died.
‎ * A flood of respawning people will appear both at spawn and at jobsites, which can look unnatural especially to new players.

- The mayor will be more empowered as their death, if not properly finished off, means that there's a good chance they survive an assassination attempt.
‎ * It is possible you may see more reckless mayors, as their extended bleedout time will have an undesirable effect on playstyle mentality.
‎ * A mayor who has been assassinated will not need to wait an extended NLR timer, which means that there's a chance they can run for mayor again once their cooldown is over.

Some pros for this include:
- Police most notably, will not be waiting long for their modern-day NLR to expire, only having to wait 5 minutes. This will reduce the overall likelihood of NLR violations.

- With the extended respawn, players will be over long periods of time more and more encouraged to self-enforce both 3.4 and 3.6, as the desire for dying will slowly reduce as people adjust.
* With less people interested in dying more often, crime will slightly reduce, perhaps not noticeable immediately.
* Police officers with more braincells than 5 will be encouraged to play smarter and work more cohesively to avoid dying.
* Civilians will be encouraged to scout their targets and think a little more ahead than what current civilians do; which is typically just > see property > have crowbar > break door > shoot occupants you have never seen before > loot items > run away


There aren't a whole lot of pros to this, and they certainly don't outweigh the cons. I refuse to place any kind of patience or "i cba to wait 10 minutes" into the pros/cons as this is largely an irrelevant opinion. Yes, it's a game, but at the end of the day you're still waiting 10 minutes overall, and with a 10 minute death screen and no NLR timer the only difference would be that you're doing nothing in a different flavor.

Some cons can be completely nullified if police don't have to wait the same timer, which means that general policing would be available sooner, and police would be able to combat crime sprees.
 
also works the opposite way, if an officer gets black screened, the new timer gives the criminal more of a chance to move away from the area the officer got blackscreened from and helps prevent accidental nlr break. But I don't think that's worth having a black screen for 10+ mins, it'd make pd a very boring job when it's peak hours and you're dying in every raid
Especially low hours when zerg orgs can do 1 pd wipe then another raid and bank right after with minimal cops showing up it'll get abused quick
 

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