Anyway back on track.This idea rocks. Why do you have to say DM skill? Dude its combat skill. Fighting is in roleplay. Good cops should have good combat skill. I mean seriously, aren't these ARPD dudes supposed to be trained in fighting? And if a cop is outnumbered 7 to 1, why is he even bothering trying rambo tactics?
But still, scripts cant analyze the actual situation.
If a cop died while typing, it will degrade his stats. He didnt deserved that.
Or, if he kills a criminal who is typing, his stats (Kill-Death ratio) get a push.
Also, suppose you kill some cop 10 times.
But another cop comes later and steals the kill, gets a higher reward and gets a stats push.
Also, knowing that stats help you get more income. Cops will start using lame methods like /kill on death or lame kills.
I never like when stats have something to do with your gameplay (look what happened to LWs)
Also the head-shots wont count when cops have armor (VCMP bug).
My point is....scripts cant judge a cop's skill, ratio can easily be manipulated.
Also, Argonath never had player stats into account. It is not supposed to give more experienced players higher incomes.
I think a lot of the time it's hard to judge. It would be cool if it was dependent on how much real RP actually takes place, and perhaps even the duration of the time that the criminal is wanted (I think this is possible?).
Some criminals do a minor crime, but are on the run for ages by just flying around or driving/hiding when there are little cops on the server. This will take a bit more time on the police side to stop them.
On the other hand it's not great when usually a freecop suspects someone for a pretty average reason and immediately kills them - not really much roleplay there.
Well that would be hypothetically ideal, but its not possible.
Scripts cant judge role-play in any way.
Also, the time being wanted cannot be included directly as a factor.
Example:
A criminal gets pwned in 10 secs:
That could be a 1337 cop, who eliminated the threat in less time. (bank robbery suppose)
Or, that could be a lame cop who just /c sus and shot the criminal.
If a criminal gets pwned in 1 hour:
That could be a 1337 cop who worked real hard to chase down a suspect who was good at running.
That could be a random cop who happened to be at right place in right time after he recently joined the server.
If cops are earning to much money when they finally kill some one (Like klaus said)
Why not make cops loose money when they die.. for example 100$ or 50$
And keep the cops award script stable
We had criminals losing money when they die some time ago.
the criminals revolted.
The cops will revolt in above case

Also, it is very unfair for a new player who is trying cop work