- Staff
- #1
Suggestion Title: Variable DNA chances and changes
Suggestion Description: Implementing the success of a DNA scan, as well as the time it takes to do one, as a variable rather than a guarantee.
Currently the only time DNA doesn’t show up is if the killer has passed away and respawned or the downed individual disconnected. Players will have more success rate shooting someone point blank and hiding or burning the body in front of several witnesses, rather than ensuring they are never seen.
DNA scan isn’t meant to be a realistic feature and is a gameplay mechanic to replace the deep investigation into a murder, such as autopsy, CCTV reviewing, witness statements and crime scene evidence collecting.
In order to rectify killing someone from a distance and fleeing out of sight of witnesses as the true, valid RP way to assassinate someone, we should make DNA scan success dependant on variables, and I feel as though the following factors for a DNA scan success should be made:
- Default chance of DNA: should be 80% successful scan rate.
- Distance between the Killer and the victim: Each 5 meters between the 2 should decrease DNA odds by 5%.
- Suppressors: Using suppressors should decrease DNA detection Odds by 10%, because why not, it’s sneaky innit?
- Amount of overdamage done: Weapons such as 50 cal weapons should increase odds of detection appropriately.
- Revolvers: Revolvers are favoured for hits because they don’t leave casings anywhere you don’t want them to and therefor for this reason of real world crime lore the use of a revolver would decrease risk of the crime being linked back to an individual. Revolvers should have a 10% decrease in detection odds over other guns.
DNA scans should have a locked 100% success rate if:
- The victim was an employed citizen.
- The victim was killed by an employed citizen.
DNA scans should have a locked 0% success rate if:
- The victim was killed by a non-player entity or function.
- The victim was killed by a car bomb or vehicle explosion.
DNA Scan speed should be determined by:
- How close or far the killer is to the body at the time of the DNA scan.
- The amount of damage the user inflicted onto the deceased person.
Why should this be added?:
- Actually give people better odds at assassinating someone tactically without needing to ever reveal themselves to dispose of the body.
- Gameplay mechanic that requires skill and knowledge.
- a Benefit to fleeing a crime scene as you being far from the body will slow down the Scan time, giving you a lot more time to find a place to flee towards.
What negatives could this have?:
- Less arrests and more dead end investigations.
Suggestion Description: Implementing the success of a DNA scan, as well as the time it takes to do one, as a variable rather than a guarantee.
Currently the only time DNA doesn’t show up is if the killer has passed away and respawned or the downed individual disconnected. Players will have more success rate shooting someone point blank and hiding or burning the body in front of several witnesses, rather than ensuring they are never seen.
DNA scan isn’t meant to be a realistic feature and is a gameplay mechanic to replace the deep investigation into a murder, such as autopsy, CCTV reviewing, witness statements and crime scene evidence collecting.
In order to rectify killing someone from a distance and fleeing out of sight of witnesses as the true, valid RP way to assassinate someone, we should make DNA scan success dependant on variables, and I feel as though the following factors for a DNA scan success should be made:
- Default chance of DNA: should be 80% successful scan rate.
- Distance between the Killer and the victim: Each 5 meters between the 2 should decrease DNA odds by 5%.
- Suppressors: Using suppressors should decrease DNA detection Odds by 10%, because why not, it’s sneaky innit?
- Amount of overdamage done: Weapons such as 50 cal weapons should increase odds of detection appropriately.
- Revolvers: Revolvers are favoured for hits because they don’t leave casings anywhere you don’t want them to and therefor for this reason of real world crime lore the use of a revolver would decrease risk of the crime being linked back to an individual. Revolvers should have a 10% decrease in detection odds over other guns.
DNA scans should have a locked 100% success rate if:
- The victim was an employed citizen.
- The victim was killed by an employed citizen.
DNA scans should have a locked 0% success rate if:
- The victim was killed by a non-player entity or function.
- The victim was killed by a car bomb or vehicle explosion.
DNA Scan speed should be determined by:
- How close or far the killer is to the body at the time of the DNA scan.
- The amount of damage the user inflicted onto the deceased person.
Why should this be added?:
- Actually give people better odds at assassinating someone tactically without needing to ever reveal themselves to dispose of the body.
- Gameplay mechanic that requires skill and knowledge.
- a Benefit to fleeing a crime scene as you being far from the body will slow down the Scan time, giving you a lot more time to find a place to flee towards.
What negatives could this have?:
- Less arrests and more dead end investigations.