Suggestion Topic: Other
Suggestion Description: Reconsidering Hostage Situations and Their Impact on RP
In most hostage situations, police officers are heavily restricted by policy. They're often forced to comply with the demands of hostage takers, placing themselves in extremely vulnerable positions. If they refuse or take action outside these guidelines, they risk serious consequences via Internal Affairs. Because of this, hostage takers have a relatively easy time getting what they want - and one of the most common demands is "free passage."
From what I’ve seen recently, these situations often drag on for 10+ minutes, only for the officers to be gunned down anyway - even after giving in to every demand. Hostage situations are increasingly being used not for genuine negotiation, but as tools to either break friends out of PD or to put cops in an easier spot to kill - while also walking away with a free $5k.
So what am I suggesting?
If negotiations go smoothly and officers cooperate fully, killing those officers anyway should be considered a violation of rule 2.5 and 3.4, and here’s why:
2.5 - Excessive Negativity
From a roleplay standpoint, forcing officers to go through lengthy negotiations, comply with every demand, and then killing them regardless is not only unfun - it’s excessively negative. Rule 2.5 states:
If officers aren’t escalating or threatening the situation, there’s no reason for that kind of outcome. PD policy already prevents officers from shooting unless the suspects escalate - the same standard should apply in reverse.
3.4 - Putting your Life at Risk
Rule 3.4 states:
Hostage takers can easily ask for free passage - and often do - which gives them a clear route to escape. Choosing to shoot officers after securing that demand is a direct risk to their own lives and typically results in death, especially when backup arrives. This is rarely a beneficial or realistic decision, especially when the entire goal (e.g., breaking someone out or raiding a house) has already been achieved. The loss of life could easily be avoided.
TL;DR:
Killing compliant officers after peaceful negotiations is both excessively negative (2.5) and shows a disregard for your character’s life (3.4). It damages the RP experience and leads to unnecessary, unrealistic deaths.
Why should this be added?:
- Lead to better hostage situations.
What negatives could this have?:
- May make hostage situations being more 1 dimensional.
Suggestion Description: Reconsidering Hostage Situations and Their Impact on RP
In most hostage situations, police officers are heavily restricted by policy. They're often forced to comply with the demands of hostage takers, placing themselves in extremely vulnerable positions. If they refuse or take action outside these guidelines, they risk serious consequences via Internal Affairs. Because of this, hostage takers have a relatively easy time getting what they want - and one of the most common demands is "free passage."
From what I’ve seen recently, these situations often drag on for 10+ minutes, only for the officers to be gunned down anyway - even after giving in to every demand. Hostage situations are increasingly being used not for genuine negotiation, but as tools to either break friends out of PD or to put cops in an easier spot to kill - while also walking away with a free $5k.
So what am I suggesting?
If negotiations go smoothly and officers cooperate fully, killing those officers anyway should be considered a violation of rule 2.5 and 3.4, and here’s why:
2.5 - Excessive Negativity
From a roleplay standpoint, forcing officers to go through lengthy negotiations, comply with every demand, and then killing them regardless is not only unfun - it’s excessively negative. Rule 2.5 states:
“Excessively impacting the experience of others negatively is not allowed unless it is a proportionate escalation against negative actions already performed.”
If officers aren’t escalating or threatening the situation, there’s no reason for that kind of outcome. PD policy already prevents officers from shooting unless the suspects escalate - the same standard should apply in reverse.
3.4 - Putting your Life at Risk
Rule 3.4 states:
“Any actions that risk a player’s life, well-being or freedom from imprisonment must be done for beneficial and realistic reasons. Players must take measures to avoid their death at all times.”
Hostage takers can easily ask for free passage - and often do - which gives them a clear route to escape. Choosing to shoot officers after securing that demand is a direct risk to their own lives and typically results in death, especially when backup arrives. This is rarely a beneficial or realistic decision, especially when the entire goal (e.g., breaking someone out or raiding a house) has already been achieved. The loss of life could easily be avoided.
TL;DR:
Killing compliant officers after peaceful negotiations is both excessively negative (2.5) and shows a disregard for your character’s life (3.4). It damages the RP experience and leads to unnecessary, unrealistic deaths.
Why should this be added?:
- Lead to better hostage situations.
What negatives could this have?:
- May make hostage situations being more 1 dimensional.