Lurch Posted November 14, 2018 Report Share Posted November 14, 2018 Several times I have seen or been placed in handcuffs and left alone for 10 plus minutes with no officer coming to speak with those in cuffs. To top it off, there was no cops within the immediate area. That being said, a pair of bolt cutters that would be able to get someone out of cuffs would be a great idea. I think these should be super under powered so they cant be over used, but still there should be some balance. Leaving a person who is cuffed unattended for extended periods of time is not realistic as that person would be able to run. I feel the need to shackle someones legs in this server is outweighs the realism of it. This does not mean that I believe that person should be left in cuffs for extended periods with no supervision of any kind. If nothing else, the officers should person who is in cuffs in a patrol car. Without doing that, the handcuffed person should have a means of escaping. Maybe unshackle the feet after a set time, then force them to move a certain distance away from the Officers before being able to run. After this have them require someone else to take a pair of bolt cutters to their handcuffs in order to remove them. Not sure how hard this would be from a coding side, but what does everyone think from a civilian side? 9 Quote Link to comment Share on other sites More sharing options...
Flori Posted November 14, 2018 Report Share Posted November 14, 2018 I understand why LEOs have to shackle players due to shitlords, I just wish this didn't have to be a thing, this would mean that POs have to actually watch over the guys they handcuff (i know sometimes officers are alone and have to deal with multiple suspects, but then it would be up to their skills to deal with this). I would like to see criminals trying to run for it, and maybe instead of bolt cutters being an item you can buy and keep in your inventory, they would have to actually go to a location where a "guy" can remove the handcuffs. I know devs don't want to add a million markers on the map, it would be interesting to see that these guys are there on several locations, but players have to find them by themselves or know by other players. Maybe this would also discourage them from making a run every time knowing they won't be out of the cuffs. And this is my philosophy in many situations: if they run cause they are avoiding good RP, let them go... why waste time on them? 1 Quote Link to comment Share on other sites More sharing options...
ImVexal Posted November 14, 2018 Report Share Posted November 14, 2018 (edited) As much as i love this idea i feel as if this will encourage the gunplay amongst the server, the reason cops aren't killed immediately when kidnapping is because we have the keys to the cuffs. Now they aren't gonna think twice about dropping you for picking your nose because there is now a mechanic so that their buddy can be released without the need of the officers.  Just my opinion would be kind of great to see something like this implemented because I personally have been subject to not being monitored and made it from mission row cells nearly a mile up the road in handcuffs.   Edited November 14, 2018 by ImVexal 1 2 Quote Link to comment Share on other sites More sharing options...
Thorgs Posted November 14, 2018 Report Share Posted November 14, 2018 9 hours ago, Lurch said: That being said, a pair of bolt cutters that would be able to get someone out of cuffs would be a great idea I get what your saying but it will get abused cause anyone who is a criminal or their buddies will always carry one and as soon as their buddy is hooked up they will be lurking to get them out especially if their alone doing an investigation with more than 1 suspect but I get it, it sucks to wait but officers got to best they can but they should not be leaving suspects alone as you stated in your post. 1 Quote Link to comment Share on other sites More sharing options...
Kota Posted November 14, 2018 Report Share Posted November 14, 2018 What sucks is even if you successfully escape you can't enter a car or anything without being stuck in it... Like there is no reward for escaping in cuffs as you end up having to call the cops in the end to get out of a vehicle or lose the cuffs. Its a bit OP in favor of the Police IMO. 4 Quote Link to comment Share on other sites More sharing options...
r3v0Lt55 Posted November 16, 2018 Report Share Posted November 16, 2018 (edited) Quote but it will get abused ... Things can be put in place by devs so that this abuse can be dealt with ex) put in a set timer that after a suspect has been handcuffed he has to wait a predetermined time before he can be bolt cuttered out (yes i just said bolt cuttered ) or even making them like 25k 1 time use items (maybe extreme but the numbers are irrelevant). Maybe even build this into weapon disablement kit and bump price up. +1 to this idea. Edited November 16, 2018 by r3v0Lt55 Quote Link to comment Share on other sites More sharing options...
Caralanco Posted May 28, 2019 Report Share Posted May 28, 2019 (edited) Bumping this thread to expand on restraints as a whole. I believe civs should be able to both break out of and restrain others. Obviously this is a very touchy subject since it can easily be abused if not done right. So here's my proposal for a balanced medium.. Constructive criticism and further suggestions are appreciated! NEW - Shim: - Used to break *others* out of handcuffs - Success rate is debatable, I was thinking 25-33% - Picking would take the same amount of time as breaking into a car - Can be cancelled instantly but puts shooting, swinging and stabbing on a short delay Now for civ restraints, I think there should be 2 variants, legal and Illegal.. - In order to restrain someone, they must have their hands up and stay still for the duration of the animation - People in civ restraints can sprint freely, able to get in and out of vehicles and have to ability to wriggle [% chance of breaking free (will use animation)] - Others can free people in civ restraints using a knife NEW - Duct tape - Legal, bought at YouTool - 5% chance of breaking loose per attempt NEW - Zip ties - Illegal, bought at the BM - 2% chance of breaking loose per attempt Additional suggestion: - Make loose shackle option default for PD These changes would offer criminals counter-play, force both cops and criminals to keep an eye on those they have retrained and in-general enhance RP. Thanks for reading, -Oscar Edited May 28, 2019 by Oscar Wilde 1 Quote Link to comment Share on other sites More sharing options...
Smojo Posted May 29, 2019 Report Share Posted May 29, 2019 awesome idea Quote Link to comment Share on other sites More sharing options...
Thorgs Posted May 29, 2019 Report Share Posted May 29, 2019 6 hours ago, Oscar Wilde said: NEW - Shim: - Used to break *others* out of handcuffs - Success rate is debatable, I was thinking 25-33% - Picking would take the same amount of time as breaking into a car - Can be cancelled instantly but puts shooting, swinging and stabbing on a short delay At what point when you are caught by the cops does it end? I mean look what just happened to Lawyers since you couldn't accept the fact of being busted you had to use lawyers to try and break your buddies out! or to combat this which could hurt RP will be just put the suspect in the car to wear you cant shim them out. So you also want it to instantly cancel so during whatever animation it is so you basically have a better chance to escape before cops taze you or whatever? 6 hours ago, Oscar Wilde said: Now for civ restraints, I think there should be 2 variants, legal and Illegal.. - In order to restrain someone, they must have their hands up and stay still for the duration of the animation - People in civ restraints can sprint freely, able to get in and out of vehicles and have to ability to wriggle [% chance of breaking free (will use animation)] - Others can free people in civ restraints using a knife NEW - Duct tape - Legal, bought at YouTool - 5% chance of breaking loose per attempt NEW - Zip ties - Illegal, bought at the BM - 2% chance of breaking loose per attempt As you already know there are topics on this and I will state again this will be abused and more times than it will benefit any RP out of it. Hey, Joe, I don't like that puke lets zip tie him and drop him off in the middle of nowhere... Yeah, I know he can run as u state but what RP value is that scenario and he/she zip-tied he/she can't call on the phone. Or the same scenario.... Dude if you move from this spot I got someone watching and he will shoot you forcing the player to stay there and value his life not knowing if you were BS or not. Again I feel this will get way to toxic and most won't like it and some topic was like make the ties like 20k well that's not squat for most people. A lot of this comes down to the I must win attitude and I have also said before we talked about it in Department meetings but Snr Staff cant be there or everywhere all the time to help discourage it but the same need to go for criminals as well and once your in police custody its where it should end.  Quote Link to comment Share on other sites More sharing options...
ToddMurphy Posted May 29, 2019 Report Share Posted May 29, 2019 (edited) Why does nearly every suggestion about cop & civ related stuff get immediately talked down by saying it will be abused? Obviously anything which gives people the ability to "win" vs. cops will be "abused" by *some* players. But I don't think you can just shut down every suggestion because of the worst possible outcomes that can result from it. A lot of cool things can and do happen on a daily basis using the existing in-game mechanics and those same existing mechanics can be abused to do stuff that is generally disliked. Infact I do believe if something like this were implemented it would reduce some of the negatives of trying to RP breaking your friend out of police custody. Currently if you're wanting to break your friend out of cuffs you are forced to take an officer hostage, probably shoot him & others, etc. But as it stands now if 100% of scenarios that you want to save your friend from cuffs you'll have to take a cop hostage, then adding this would reduce that to at least <100% because at least every now & then you'd be able to save your friend via bolt cutters without taking anyone hostage. (cops distracted, cops leave him alone, whatever) As for the suggestion itself I do think it's a cool idea, and I've seen this same suggestion in other places on the forums. A lot of civs seem to support the idea, and a lot of civs seem to dislike the idea. The main areas of dislike seems concentrated on the idea that powergamer but I think people should be more optimistic about things. Granted I have significantly less experience than others but so far my bad experiences have been fairly limited. Edit: As for zipties, and specifically the idea that you'd ziptie someone somewhere random and leave them there alone just to annoy them -- you can just make it a rule to not do that? I mean there's rules to not just shoot players randomly, so it'd be just as easy I'd imagine to enforce a rule to not ziptie players randomly. Edited May 29, 2019 by ToddMurphy 1 Quote Link to comment Share on other sites More sharing options...
Caralanco Posted May 29, 2019 Report Share Posted May 29, 2019 (edited) 13 hours ago, Thorgs said: At what point when you are caught by the cops does it end? I mean look what just happened to Lawyers since you couldn't accept the fact of being busted you had to use lawyers to try and break your buddies out! or to combat this which could hurt RP will be just put the suspect in the car to wear you cant shim them out. So you also want it to instantly cancel so during whatever animation it is so you basically have a better chance to escape before cops taze you or whatever? 20 hours ago, Oscar Wilde said: While driven by break-outs, the lawyer change is was a good one and ought to happen regardless. Regarding the instant animation cancelling, it would allow the criminal to run but disallow them to draw a gun or melee weapon, giving the cop a 1.5s advantage. Considering the amount of time it takes to shim handcuffs (same as a locked car) they would mainly be used to break those left unattended out. Jail breakouts, If you're dealing with a Vago for example, the force should be on high alert and provide assistance when escorting. 13 hours ago, Thorgs said: As you already know there are topics on this and I will state again this will be abused and more times than it will benefit any RP out of it. Hey, Joe, I don't like that puke lets zip tie him and drop him off in the middle of nowhere... Yeah, I know he can run as u state but what RP value is that scenario and he/she zip-tied he/she can't call on the phone. If left unsupervised in the middle of nowhere, you can wriggle freely and free yourself. Say the animation is 1s and the % chance of breaking out is 2-5% per attempt, the absolute max amount of time it will take to break out is 50s. 13 hours ago, Thorgs said: Or the same scenario.... Dude if you move from this spot I got someone watching and he will shoot you forcing the player to stay there and value his life not knowing if you were BS or not. People already do that. It would be both a calculated decision and a gamble to run, its up-to the player. If you manage to get someone in restraints while not entirely willingly, chances are they allowed it to happen for the sake of RP since the application process is quite lengthy and requires obedience. (same as disablement kit) With that being said, the opportunity to run or fight back is still present. Side note: I enjoy being an LEO and criminal equally. My goal is to spice things up for both parties as they've been quite stale recently. Edited May 29, 2019 by Oscar Wilde Quote Link to comment Share on other sites More sharing options...
Thorgs Posted May 29, 2019 Report Share Posted May 29, 2019 32 minutes ago, ToddMurphy said: Why does nearly every suggestion about cop & civ related stuff get immediately talked down by saying it will be abused? Lol well, this is not just about a Cop vs Civ and good luck convincing the Devs cause they think it will be abused as well as to the reason it's not already in the game. 24 minutes ago, Oscar Wilde said: Considering the amount of time it takes to shim handcuffs (same as a locked car) they would mainly be used to break those left unattended out. Right and cops will do 2 things here make sure someone stays with the suspect or the easiest is to will be just put them in the car so this won't happen and force you to try at a more secure area. And for the Lawyer change yea, it probably should have happened so now it will be less likely the lawyer is the one trying to break his buddy out or face losing 100k and not being able to lawyer again. Quote Link to comment Share on other sites More sharing options...
Smojo Posted May 29, 2019 Report Share Posted May 29, 2019 cops cant win all the time...they loose too Quote Link to comment Share on other sites More sharing options...
Ozzie Ozbourne Posted May 30, 2019 Report Share Posted May 30, 2019 Instead of "Bolt-Cutters" I have seen a script where you can shake loose of cuffs after a certain time..Just do that so there is no abuse. Quote Link to comment Share on other sites More sharing options...
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