Argonath RPG - A World of its own

GTA:IV => IV:MP - Liberty City Multiplayer => IV:MP Ideas & Suggestions => Topic started by: BojanS on January 28, 2014, 05:54:18 am

Title: Suspect loses more money with each kill
Post by: BojanS on January 28, 2014, 05:54:18 am
This is really needed, so people who support this idea, vote.
What is the life's value in those kind of situations?
Title: Re: Suspect loses more money with each kill
Post by: beLTa on January 28, 2014, 08:48:58 am
This is really needed, so people who support this idea, vote.
What is the life's value in those kind of situations?
What you want to say?? when suspects don't do /gu and cops killed them, suspect lost 0$(i think). You want to say that suspects lost money when they didn't do /gu.
I can agree with this because of it cops work will be easy and the suspects will not evade them and they will do /gu to get JAIL.
Title: Re: Suspect loses more money with each kill
Post by: Talya_taya on January 28, 2014, 11:20:04 am
This is really needed, so people who support this idea, vote.
What is the life's value in those kind of situations?

Everything is mutual, I really would like to see this value higher but I refuse to lose such money against respawning and coming back cops..

/Unsupported unless cops lose some money too, or respawning and coming back be blocked by a script like (when an officer dies, gets 10 mins of copban or sth)
Title: Re: Suspect loses more money with each kill
Post by: BojanS on January 28, 2014, 02:52:54 pm
What you want to say?? when suspects don't do /gu and cops killed them, suspect lost 0$(i think). You want to say that suspects lost money when they didn't do /gu.
I can agree with this because of it cops work will be easy and the suspects will not evade them and they will do /gu to get JAIL.

Each murder suspect covinces adds more bills to his whole fine, thats the thing.

Everything is mutual, I really would like to see this value higher but I refuse to lose such money against respawning and coming back cops..

/Unsupported unless cops lose some money too, or respawning and coming back be blocked by a script like (when an officer dies, gets 10 mins of copban or sth)
It's should be fixed in some other way, not with copban.
Title: Re: Suspect loses more money with each kill
Post by: yoske on January 28, 2014, 03:04:00 pm

/Unsupported unless cops lose some money too, or respawning and coming back be blocked by a script like (when an officer dies, gets 10 mins of copban or sth)

And if there are few cops on duty who btw gets killed by rambo suspects then what? Criminals can cruise around the city like they conquered it? When cop respawn, look on it as reinforcements, just like in single player. You can never kill all the cops :)
Title: Re: Suspect loses more money with each kill
Post by: Talya_taya on January 28, 2014, 05:18:50 pm
And if there are few cops on duty who btw gets killed by rambo suspects then what? Criminals can cruise around the city like they conquered it? When cop respawn, look on it as reinforcements, just like in single player. You can never kill all the cops :)

Thanks Rockstar for not using this type of sense, Do cops respawn near you in SP Yoske?  :mad:
Title: Re: Suspect loses more money with each kill
Post by: BojanS on January 28, 2014, 05:37:47 pm
Thanks Rockstar for not using this type of sense, Do cops respawn near you in SP Yoske?  :mad:
If they do, they spawn unarmed :3
Title: Re: Suspect loses more money with each kill
Post by: yoske on January 28, 2014, 05:50:09 pm
Thanks Rockstar for not using this type of sense, Do cops respawn near you in SP Yoske?  :mad:

No, they just keep on coming. I am not sure, they are spawning near you in MP thou.
Title: Re: Suspect loses more money with each kill
Post by: Talya_taya on January 28, 2014, 07:55:06 pm
No, they just keep on coming. I am not sure, they are spawning near you in MP thou.

Which we should get rid off  :lol:
Title: Re: Suspect loses more money with each kill
Post by: BojanS on January 28, 2014, 08:20:18 pm
Which we should get rid off  :lol:
Come on now. Example:
Officer1 dies at the scene by armed suspect.
Officer1 does /respawn command.
Officer1 respawns @deathspot, takes his car back, goes to nearest PD, does /rearm command, goes back to the action.
That's totally ok. Even if I was a suspect I would agree to that.
 :)
Title: Re: Suspect loses more money with each kill
Post by: Kerbe on January 28, 2014, 08:26:21 pm
Come on now. Example:
Officer1 dies at the scene by armed suspect.
Officer1 does /respawn command.
Officer1 respawns @deathspot, takes his car back, goes to nearest PD, does /rearm command, goes back to the action.
That's totally ok. Even if I was a suspect I would agree to that.
 :)

Let me just quote this one for you.

33. LCPD operative is allowed to return to a crime scene after character death (accidental or intentional – murder) ONLY:

A. In case of an establishment of a new roleplaying scene with the same suspect involved.

Anyway, I support the idea of increasing the fine based on the count of murders commited by the suspect. It makes sense and it will (hopefully) make the suspect think twice before murdering someone.
Title: Re: Suspect loses more money with each kill
Post by: thejorens on January 28, 2014, 09:21:47 pm
Okay okay okay kerbe, lemme get this straight.
Do you really think that freecops (which make up at least 80% of the server's police force) abide by the ARPD rules, let alone read them?
If you do, what kind of drugs do you use to get that far from reality? :D
Title: Re: Suspect loses more money with each kill
Post by: Talya_taya on January 28, 2014, 11:09:33 pm
Okay okay okay kerbe, lemme get this straight.
Do you really think that freecops (which make up at least 80% of the server's police force) abide by the ARPD rules, let alone read them?
If you do, what kind of drugs do you use to get that far from reality? :D

Dont u know LCPD is the No. 1 Drug Importer to the city... Look at our fellow officer:

Come on now. Example:
Officer1 dies at the scene by armed suspect.
Officer1 does /respawn command.
Officer1 respawns @deathspot, takes his car back, goes to nearest PD, does /rearm command, goes back to the action.
That's totally ok. Even if I was a suspect I would agree to that.
 :)

From here, you can see this LCPD Officer Really thinks one will go to PD and come back, and definitely wont pickup the weapons fallen from his duty friends and keep shooting...

I wonder from where they re importing this high quality stuff...

Im glad not much ppl know about /resetspawn or ohhh, just wow...
Title: Re: Suspect loses more money with each kill
Post by: Batta on January 29, 2014, 02:40:22 pm
Officer1 does /respawn command.
Officer1 respawns @deathspot, takes his car back, goes to nearest PD, does /rearm command, goes back to the action.
That's totally ok. Even if I was a suspect I would agree to that.
 :)

I would consider this abusing the command.
Title: Re: Suspect loses more money with each kill
Post by: Talya_taya on January 29, 2014, 04:16:32 pm
I would consider this abusing the command.

Yea though you would see after it would  be abused, not before.. Which is a poor situation for suspect, as always. Doesnt matter after suspect is dead ^^
Title: Re: Suspect loses more money with each kill
Post by: BojanS on January 29, 2014, 04:51:21 pm
So if all Police Officers die, criminal evaded or what?
Title: Re: Suspect loses more money with each kill
Post by: thejorens on January 29, 2014, 07:13:28 pm
So if all Police Officers die, criminal evaded or what?
If a criminal manages to kill the entire police force single-handedly I think he/she not only deseres freedom, but also should be given a medal, because there are never less than 20 cops online :D
Title: Re: Suspect loses more money with each kill
Post by: Batta on January 29, 2014, 09:26:59 pm
Yea though you would see after it would  be abused, not before.. Which is a poor situation for suspect, as always.

I will pay more attention to this kind of situations in the future and issue severe punishments as this is just a way to obtain a free tp..
Title: Re: Suspect loses more money with each kill
Post by: Talya_taya on January 29, 2014, 10:48:12 pm
I will pay more attention to this kind of situations in the future and issue severe punishments as this is just a way to obtain a free tp..

After suspect is dead, nothing is important anyway...
Title: Re: Suspect loses more money with each kill
Post by: Batta on January 30, 2014, 09:07:36 am
After suspect is dead, nothing is important anyway...

Oh, it is   :rolleyes:
Title: Re: Suspect loses more money with each kill
Post by: BojanS on January 30, 2014, 11:36:25 am
After suspect is dead, nothing is important anyway...
I guess when you're on duty.  :lol:
Title: Re: Suspect loses more money with each kill
Post by: bobholmes30 on January 30, 2014, 10:48:35 pm
how about to adding the more fine money give them longer time in jail for /guing to these people come on server and just cause problems for the cops they think its a joke make there butts sit there for a long time to real time like 10-15 min not just 1 min release.

and i think if they on foot and cop on foot the cop type /cuff id and not them typeing /gu since thats just not working out and alot of people are noticing that.

and then make it where they have to be in a cop car to even do the /su to and that take care of the new ones just getting in cars and doing /su all over the place.

and then if the person comes on game and no admins on and they run over a cop they auto get kicked off the server where it detects them useing a car to kill.

just alot of abusers have been doing cop duty at night makeing alot of regulers not come on server at there times they use to because no admins on.
Title: Re: Suspect loses more money with each kill
Post by: Talya_taya on January 30, 2014, 11:19:33 pm
how about to adding the more fine money give them longer time in jail for /guing to these people come on server and just cause problems for the cops they think its a joke make there butts sit there for a long time to real time like 10-15 min not just 1 min release.

More fine should only be done if cops pay a fine for dying too... 10-15 mins jail time only supported if the -200$ would be removed otherwise even 1 min jail with 200$ is not a fact to make suspect surrender. Also the /jail spawn location must be changed 

and then make it where they have to be in a cop car to even do the /su to and that take care of the new ones just getting in cars and doing /su all over the place.

What about crimes witnessed by a cop on foot? Why would all cops have to drive a cop car , maybe they prefer to go on duty on foot...

and then if the person comes on game and no admins on and they run over a cop they auto get kicked off the server where it detects them useing a car to kill.

Accidents can be done, especially if we think about unresponsible cops who are thinking whole ways are sideways when they re on foot. Nothing such like that can/should be done. /// The carkill may be done as a reason/result of (another) rp. You can never know what people will imagine to rp, no limits must be done against the imaginating when its in the frames of rules.(Rules can be ignored if a roleplay which is accepted by all sides is commited)

just alot of abusers have been doing cop duty at night makeing alot of regulers not come on server at there times they use to because no admins on.

A test for cops(when cop applicants will to do it) must be given to our new citizens who want to fight on the law's side. Otherwise no matter how many admins there would be, there will always be abusers since there is no end of newcomers.
Title: Re: Suspect loses more money with each kill
Post by: BojanS on January 30, 2014, 11:46:31 pm
I sometimes, actually, patrol on foot.
Title: Re: Suspect loses more money with each kill
Post by: Senate on January 31, 2014, 08:57:34 am
You didn't add an option to the poll for leaving the fine as is which really makes this a one sided discussion. I see no reason to reduce or raise the amount a suspect loses when being killed by police.

Come on now. Example:
Officer1 dies at the scene by armed suspect.
Officer1 does /respawn command.
Officer1 respawns @deathspot, takes his car back, goes to nearest PD, does /rearm command, goes back to the action.
That's totally ok. Even if I was a suspect I would agree to that.
 :)
Using /resetspawn was prohibited in the previous IVMP server before players spawned at the hospital after each death (which I preferred). Using /resetspawn shortly before or shortly after death is considered script abuse and should be a bannable offense. Management will discuss this in the near future.

Quote
33. LCPD operative is allowed to return to a crime scene after character death (accidental or intentional – murder) ONLY:

A. In case of an establishment of a new roleplaying scene with the same suspect involved.
Just to clarify for others reading, this rule only applies to official ARPD members.

I didn't vote in the poll because there was no option for "none of the above" "keep it the same" "no opinion" etc...
Title: Re: Suspect loses more money with each kill
Post by: Mihail Junkovich on January 31, 2014, 03:09:44 pm
Management will discuss this in the near future.

Don't ban us until you don't make it clear xD

I sometimes do use it if I get killed/carkilled in the middle of nowhere and I had a cruiser with me.. which I do not want to leave.. boogeyman will steal it :(
Title: Re: Suspect loses more money with each kill
Post by: BojanS on January 31, 2014, 03:17:54 pm
@Senate
It would be awesome if we would spawn in hospitals after death.
And about leaving option for staying the same, damn, I totally got that out of my mind. :/
Title: Re: Suspect loses more money with each kill
Post by: gabrielkiriac on February 02, 2014, 10:49:03 am
I don't support this. Being a suspect makes the fun a little higher (for some players), but you want to take away this...
Title: Re: Suspect loses more money with each kill
Post by: BojanS on February 02, 2014, 02:03:48 pm
I don't support this. Being a suspect makes the fun a little higher (for some players), but you want to take away this...
If killing people is fun, it should have it's price higher. ;D
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