Argonath RPG - A World of its own
GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Tomasiro on April 16, 2018, 02:03:44 pm
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If we want to kidnap a guy,the kidnapped guy always spoils the role play and evade, So adding a command called /rope <id> or /tie <id> so that the guy will not run and no spoiling of role play and adding a /cuff command too so that the criminal will automatically switch to fist and cannot able to attack or switch to any weapon.
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Absolutely abusable, and too easily at that.
Trust your RP partners and fuck the people who ruin RP.
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If we want to kidnap a guy,the kidnapped guy always spoils the role play and evade, So adding a command called /rope <id> or /tie <id> so that the guy will not run and no spoiling of role play and adding a /cuff command too so that the criminal will automatically switch to fist and cannot able to attack or switch to any weapon.
-Don't Support
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Cauro I will not kidnap you :D
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No.
Roleplay it.
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Simply roleplay it, if he refusses to respond on it, just /report... Everything gonna be dealt with :D
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Why do you even bother to kidnap a guy who doesn't want to roleplay?
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Why do you even bother to kidnap a guy who doesn't want to roleplay?
Agreed. But what if someone is on contract and other hitman shit?
Although, this idea isn't too good. And If a suspect runs after /sur, he's gonna get banned for sure.
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Yes, I agree people do powergame a lot and evade RP, sadly it does happen more often than it should. A command that cuffs suspects isn't necessary simply because it's against the rules to evade after surrendering anyway. However powergaming/evading RP is not always deemed rulebreak so this does create issues sometimes.
I believe maybe adding the ability to lock a player inside a vehicle or interior could be a way to stop players evading kidnappings but something like this would need to be discussed first within the development team. All I can say for now is we will look at ways to improve the roleplay, but never force it in ways that it becomes too unfair.
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Ironic that this idea comes from you, seeing how you /suicide'd in the middle of kidnapper - police negotiations to avoid roleplay with an excuse that you "did not feel like roleplaying", somehow "slashing your own throat" while being tied to a chair and previously searched for any weapons. Perhaps the problem lays in your inability to roleplay, no? :)
It solves nothing. The problem regarding kidnapping roleplays lies not in the lack of script support for it, but in players roleplay mentality. It is often used as a way to cophunt, kidnapping someone out of the blue to demand ransom from cops, which everyone knows that wont be paid, since one - cops earn too little, and two - it isn't the job of the police force to pay ransoms, but that of the government, which we do not have as an entity in the server. What is more, the fact that people call the police once they kidnapped someone is even more ridiculous. Kidnappers always avoid police attention and call the relatives of the kidnapped person, warning them not to call the police and demand ransom from the relatives/friends.
In other words: create enjoyable roleplay out of kidnaps instead of your everyday cophunting/DM-fest scene and such scripts will not be needed.
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In every kidnapping scenario I have done every time the hostage was killed because cops simply don't give a damn. The one cop who did always pay ransoms (that were reasonable) was Reaper, not because he was rich but because he was a good roleplayer, and would simply sacrifice a few thousand dollars in order to save a life. Sadly though not everyone is like this, they're either money hungry or refuse to give a criminal any chance at winning something. I like the way Reaper would compromise in such scenarios though, creating a pack with half the ransom in real money and with a note saying the other half is fake cash. It made the whole roleplay more enjoyable for both sides of the law and was all-round more believable. This is what players need to learn if they want more enjoyable roleplays.
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I like the way Reaper would compromise in such scenarios though, creating a pack with half the ransom in real money and with a note saying the other half is fake cash. It made the whole roleplay more enjoyable for both sides of the law and was all-round more believable. This is what players need to learn if they want more enjoyable roleplays.
mfw me and Reaper tried that, Metal picked the pack and said "it's just a note" :dead:
All hostages ended up dying in that scenario when both myself and Reaper got bored of you guys being all like "it wasn't actual money" and just wiped you out of existence :D
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In every kidnapping scenario I have done every time the hostage was killed because cops simply don't give a damn. The one cop who did always pay ransoms (that were reasonable) was Reaper, not because he was rich but because he was a good roleplayer, and would simply sacrifice a few thousand dollars in order to save a life. Sadly though not everyone is like this, they're either money hungry or refuse to give a criminal any chance at winning something. I like the way Reaper would compromise in such scenarios though, creating a pack with half the ransom in real money and with a note saying the other half is fake cash. It made the whole roleplay more enjoyable for both sides of the law and was all-round more believable. This is what players need to learn if they want more enjoyable roleplays.
That's the mistake of the money. No one wants to lose their "hard earned" money by giving it to save someone's life. All I have seen is roleplay scenes reducing because of that ingame money.