Argonath RPG - A World of its own

GTA:IV => IV:MP - Liberty City Multiplayer => IV:MP Ideas & Suggestions => Topic started by: Birksy1996 on July 10, 2017, 04:41:36 am

Title: More realism in police pursuits
Post by: Birksy1996 on July 10, 2017, 04:41:36 am
I've seen alot of what i call Demo Derby tactics when police pursue a fleeing suspect, I think there should be more realism in chases, Yes i know chases are fast paced and anything can happen but 4-5 police cars smashing into a suspect to get him to stop seems a little silly. I think there should be structures, whoever is the officer first on scene with the suspect should have priority and be the one behind the suspect followed by all other responding units in order. And precision driving should be used as in real life. I think there should be a topic added to the Rules about police pursuits and how they're handled, in my opinion i think it would help make RP more fun and realistic. Thanks for your time.
Title: Re: More realism in police pursuits
Post by: Mihail Junkovich on July 10, 2017, 03:36:25 pm
I agree with this one, police should start practicing performing some basic techniques for stopping a suspect instead of acting like Argonath subway
Title: Re: More realism in police pursuits
Post by: JackDockz on July 10, 2017, 04:50:57 pm
 Well. I don't think killing suspects for ts evade is the best practice don't by cops.
Title: Re: More realism in police pursuits
Post by: Mihail Junkovich on July 10, 2017, 05:04:45 pm
Well. I don't think killing suspects for ts evade is the best practice don't by cops.

That is true, but how to stop a suspect that is always running away even dough there are 15 cops chasing him?

What if you introduce a command that would scan if the suspect has weapons... and then

1) If the suspect has no any weapons and is in close proximity = Freeze him as in [cuffed/detained]
2) If the suspect is not that close... rip, keep chasing him because he is free
3) If the suspect has weapons... well, use force as usual.

This is all out of roleplay, in roleplay.. you better handle yourself with /me commands and local chat. Anyone using such command in a scene where suspect wants to do a meaningful roleplay should be punished. Lack of cooperation from both sides could be either worked through over courts [on forum], investigation [in game] or by administration [if obvious]



To counter this, I would advise adding similar mechanics for the carjacking. No more spamming of carjack on the distance.. only freezing if the conditions are right [Think of right conditions]

*take all of it with a grain of salt
Title: Re: More realism in police pursuits
Post by: JackDockz on July 10, 2017, 05:13:36 pm
Well this is good. A Tazer script that works only in melee proximity will help a lot for doing good rp . But scan weapon is not supported that much. Force should always be used when the su uses his weapons.
Title: Re: More realism in police pursuits
Post by: Birksy1996 on July 12, 2017, 01:20:15 am
I think there should be training phases for freecops (e.g) Phase 1. Pursuit tactics. How to behave and react during a pursuit, First person onscene has priority over the suspect,  Phase 2. Weapons training. when to use your firearms and how to use them affectively. Phase 3. Command training. Letting other officers know whats happening over the radio, Commanding a suspect out of a vehicle or to surrender and how to use this quick and effectively. I think this would help alot especially as there doesnt seem to be a phase structure in the default training in ARPG.
Title: Re: More realism in police pursuits
Post by: skillz on July 12, 2017, 07:10:17 am
but 4-5 police cars smashing into a suspect to get him to stop seems a little silly. I think there should be structures, whoever is the officer first on scene with the suspect should have priority and be the one behind the suspect followed by all other responding units in order.

LCPD Handles chasing suspects according to procedures and training's implemented. As freecops, they are not intended to follow how we chase in a pursuit, only abide by the rules of Argonath.

I think there should be training phases for freecops (e.g) Phase 1. Pursuit tactics. How to behave and react during a pursuit, First person onscene has priority over the suspect,  Phase 2. Weapons training. when to use your firearms and how to use them affectively. Phase 3. Command training. Letting other officers know whats happening over the radio, Commanding a suspect out of a vehicle or to surrender and how to use this quick and effectively.

LCPD do host ARPD Freecop training's to participate in, as you may know we have a Training system for freecops to know about basic usages on duty. I will note this concern to Command Staff about your concern.
Title: Re: More realism in police pursuits
Post by: Birksy1996 on July 13, 2017, 03:35:56 am
Also whenever i try and use the pit manuever it never seems to work because cars just seem to slide off of eachother for some reason maybe this can be changed so when vehicles collide they actually have an affect instead of just rolling off or not being affective
Title: Re: More realism in police pursuits
Post by: Senate on July 13, 2017, 07:01:35 am
Also whenever i try and use the pit manuever it never seems to work because cars just seem to slide off of eachother for some reason maybe this can be changed so when vehicles collide they actually have an affect instead of just rolling off or not being affective

This is a ping/latency issue. You need to be about 1 car length in front of the car you want to PIT. On their screen it will appear as a normal pit, this is due to latency differences between players. Guys with ping above 150-200 you will need to be 2-3 car lengths in front of them *cough Afrid* *cough Dani*
Title: Re: More realism in police pursuits
Post by: DarkPower202 on July 13, 2017, 07:08:11 am
Guys with ping above 150-200 you will need to be 2-3 car lengths in front of them *cough Afrid* *cough Dani*

It tooks 5 car length for me cuz my ping is 300-400 haha :lol:
I also don't know where they're (laggin-players) going to turn sometimes, makes me get annoyed..
Title: Re: More realism in police pursuits
Post by: Senate on July 13, 2017, 07:10:17 am
I dont even try to PIT extreme laggers anymore, because when I get in front of them they just turn and then I fall way behind.

Best choice is to just drive on their bumper until they make a mistake.
Title: Re: More realism in police pursuits
Post by: Birksy1996 on July 15, 2017, 02:49:28 am
I know this is a separate issue but today i tried to pull over a reckless driver and i was right up behind him flashing my lights and telling to pull over to the side of the road, he just put why? and then sped off idk about you guys but this really gets to me like if you want to know the reason why do as an officer tells you speak to him and he'll tell you why your being pulled over dont just run actually talk to the officer it wasnt forced rp because he was recklessly driving so i went in for the ts which is in my jobs rights. Morale of this story is pull over for the police if you want to know what your being pulled for.
Title: Re: More realism in police pursuits
Post by: Senate on July 15, 2017, 06:32:53 am
I know this is a separate issue but today i tried to pull over a reckless driver and i was right up behind him flashing my lights and telling to pull over to the side of the road, he just put why? and then sped off idk about you guys but this really gets to me like if you want to know the reason why do as an officer tells you speak to him and he'll tell you why your being pulled over dont just run actually talk to the officer it wasnt forced rp because he was recklessly driving so i went in for the ts which is in my jobs rights. Morale of this story is pull over for the police if you want to know what your being pulled for.

If this is not a new player but rather a regular failing RP then I would like his name in forum PM.
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