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[RP] Mugging mechanics


Meech

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If a player is ziptied, we should be able to check inventory. This would stop people being killed "because they are lying  - i saw them with a gun - so i killed them"

Currently police can search through inventory when a player is tasered. I'm sure the mechanic could be added to ziptied players. 

I feel like there will be less killings of players if we could introduce this in and actually get players to follow RP. 

A mugging then could go the following way;

  1. Point gun
  2. get a player to stop.
  3. Zip tie. (they cant pull out gun to shoot back - fail RP)
  4. Get items 
  5. Walk away.

If we put a cooldown on the zipties of 10 minutes , players can't mug a player within 10 minutes and fail RP again.

 

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This could work but with the last part where you said "If we put a cooldown on the zipties of 10 minutes , players can't mug a player within 10 minutes and fail RP again." I feel like this should be a little bit longer than 10 minutes maybe 25 - 30 would be more suitable. I feel like cops shouldn't have this option just players hence normal players can't use purchased cop items. But I'm not complaining this is a very good Idea +1

2 hours ago, Meech said:

If a player is ziptied, we should be able to check inventory. This would stop people being killed "because they are lying  - i saw them with a gun - so i killed them"

Currently police can search through inventory when a player is tasered. I'm sure the mechanic could be added to ziptied players. 

I feel like there will be less killings of players if we could introduce this in and actually get players to follow RP. 

A mugging then could go the following way;

  1. Point gun
  2. get a player to stop.
  3. Zip tie. (they cant pull out gun to shoot back - fail RP)
  4. Get items 
  5. Walk away.

If we put a cooldown on the zipties of 10 minutes , players can't mug a player within 10 minutes and fail RP again.

 

 

 

Edited by Flexicute
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