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  1. So, some of this is @Merr Khan ideas mixed with a few of mine. This offers RP for most parties in the city.  Offer a robbery kit. The robbery kit does the following: Randomly takes a variable percentage of player's cash inventory not to exceed "x" amount to allow for balancing The kit puts the victim on a cooldown and would not allow them to be a victim again for "x" amount of minutes for balancing The robber must stay with a certain proximity of the victim for "x" amount of time for balancing To offer a risk vs reward for both parties a.) If the victim complies for a minimum amount of time there's a high chance that a local spotted the activity and notifies the police. b.) If the victim is on a cooldown, the kit rejects automatically notifying PD c.) If the victim complies and the kit completes the robber receives an item (wallet of cash) that has to be sold to a random vendor for redemption (i.e.: illegal informer). This in turn automatically notifies PD.  d.) The new item becomes an illegal item. If you are caught with it you could face a minimum of theft up to armed robbery. Unless, you are the victim which could be confirmed via the output of alerts (i.e: "[player id #] was or is being robbed at [location] e.) This item could then, in turn, be returned to the victim to allow justice to be served and recourse for being robbed. I truly think these ideas offer everybody a chance at RP. It's not all about the robber's RP. It offers the victim recourse and the ability not to be abused/exploited and at the same time offering RP to PD and a method to hold those people accountable for their actions.  Thoughts?
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