Server Suggestion Spike strip RNG

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Description of the idea:

Spike strips should function either with RNG that’s heavily biased towards success or have a chance of damaging but not popping tires.

In real life spike strips aren’t always be all end all’s for tires and they also take time to kick in, unlike on perp where they are instant.

The idea here is:
- Spike strips will always upon a successful hit cause damage to tires HP.
- Spike strips should have a 75-85% chance to instantly pop the tires of vehicles.

Why should this be added? (pros):
- Realistic
- Quality of life for enjoyable car chases
- Adds more challenge to the PD, encouraging multiple officers to lay down spikes

What negatives could this have? (cons):
- Cops resorting to lethal force because spikes failed​
 
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To be fair, it's pretty op how you can place a spike strip and completely block a road with it with no way around, so this is a great suggestion, also all the times that a non-suspect car accidentally drives into the spike strip won't have to result in popped tires 100% of the time
 
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To be fair, it's pretty op how you can place a spike strip and completely block a road with it with no way around, so this is a great suggestion, also all the times that a non-suspect car accidentally drives into the spike strip won't have to result in popped tires 100% of the time
Exactly, they take up the better portion of a whole ass highway.
 
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The thing I hate the most about spikestrips is how they insta spike even when they dont even touch you when they are still extending and you can also somehow place them while being mid air too.. Example:
. Especially after avoiding a spike strip, and a RTU car, being spiked when the spike doesnt even touch you is pretty annoying.
 
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I definitely would agree with this it's literally impossible to avoid them in some instances and yet they instantly pop the tyres even though they aren't full extended yet.
 
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