Rule Suggestion (5.5 Robbing the Bank)

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Suggestion Topic: 5.5 Robbing the Bank
Suggestion Description: Disallow molotovs from being used in bank robberies.

An even better solution would be to have a gameplay mechanic that quickly extinguishes fires inside the bank

Why should this be added?:
Molotovs in the bank is extremely unrealistic, the whole building would likely burn down and kill all the bank robbers.

Using molotovs currently derails the intended gameplay loop of bank robberies

On top of this, banks would have fire suppression systems that stop this.

What negatives could this have?:
Since the addition of vents, Molotoving has become an integral part of successful bank robberies.

Without the use of molotovs, this creates another position in need of holding in the bank.

This could potentially lead to lower criminal success in bank robberies.

I’m fully aware that opinions will be divided on this, maybe this requires a bit more of a whole bank rework to address the root cause of why people started using molotovs in the first place
 
Totally agree with this, gives the raiders a very easy advantage and it would also disable the bank after the raid for FF to respond, so either this should be added to this rule and/or added to 2.5 +1
 
its already hard enough to rob the bank then the vents got added and we have found something that helps us, i dont see why they should be disallowed maybe just have something that slowly puts the fire out like sprinklers in the bank
 
Molotoving doesn't really provide a huge advantage for the bank raiders when you consider the fact that Police would have fewer exits to hold thus gaining more overall manpower if they do decide to push out.
 
Molotoving doesn't really provide a huge advantage for the bank raiders when you consider the fact that Police would have fewer exits to hold thus gaining more overall manpower if they do decide to push out.
I do agree, this isn't particularly about the benefit it gives to bank robbers, more so the unrealistic nature of it and subverting the intended gameplay loop of the bank robbery
 
I do agree, this isn't particularly about the benefit it gives to bank robbers, more so the unrealistic nature of it and subverting the intended gameplay loop of the bank robbery
how would it be unrealistic to block off an easier entry way for the pd?
 
Molotoving the bank helps you early into the bank raid,but screws you down the line once the shutters open, where you lose an easy escape. So I'd say it's balanced and fair.
 
Molotoving the bank helps you early into the bank raid,but screws you down the line once the shutters open, where you lose an easy escape. So I'd say it's balanced and fair.
I understand that, however im not particularly talking about balance, more so the realism of it
 
My point is that it is unrealistic to burn yourself alive/die of smoke inhalation/burn the entire bank down
The bearcat isnt realistic to be able to withstand 50. cal anti vehicle shots to the wheels, body, etc.
Casual Pistol cops having armour able to withstand several rifle rounds (i know crim can take multiple body shots too but we are talking about realism here)
^ so in this incase if you add the realism de-buff towards crim, then surely if you want it more realistic you factor in these points too?
 
The bearcat isnt realistic to be able to withstand 50. cal anti vehicle shots to the wheels, body, etc.
Casual Pistol cops having armour able to withstand several rifle rounds (i know crim can take multiple body shots too but we are talking about realism here)
^ so in this incase if you add the realism de-buff towards crim, then surely if you want it more realistic you factor in these points too?
Those points are out of scope to this suggestion. I do understand your concerns though
 
Those points are out of scope to this suggestion. I do understand your concerns though
they are perfectly in the scope of what your suggesting, which is realism.
My point is that if you have issues with criminals doing things "unrealistically" (molotoving extra entry ways for the pd), then you should also have issues with the pd having unrealistic factors too.
the server doesnt need to be hyper-realistic. People are playing to have fun.
 
they are perfectly in the scope of what your suggesting, which is realism.
My point is that if you have issues with criminals doing things "unrealistically" (molotoving extra entry ways for the pd), then you should also have issues with the pd having unrealistic factors too.
the server doesnt need to be hyper-realistic. People are playing to have fun.
Okay you do have a point! I was only focusing on this, I did however mention that this would be a balancing change!

-sorry for the half post and edit, my phone died
 
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I think it's just necessary to allow sewer exits to be opened from outside (after X time) so the bank raids don't last forever and it allows police to push when pre-vault is bricked by fire.
 

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