TinyBigJacko
Management
Management
Dev Team
Los Santos Police Command
Los Santos NHS
Los Santos Firefighter
Gruppe 6
Judge
- Location
- Vinewood Casino Management Office
Thanks for this @Scott1sh - and the hundred other bank robbers who have been bouncing this one at me today. All appreciated.Tanoa Vault
Last night we robbed the Vault of Tanoa, we took all but 10 bars and we were in and out in less than 7 minutes. I feel as a rebel that is far 2 easy, yes its nice getting 75k worth of gold each but if there is no risk its kind of boring and overpowered.
One officer turned up as we were leaving in the Orca but only because we was across the way at the Prison doing RP, a second officer was a few hundred metres away but only because he was a few kms away at the time of the robbery.
The time it takes cops to gear for a Vault Operation then drive to the Vault we are in and out.
We flew to the south east gold buyer and cops had no chance to intercept us.
Police Response Time To Vault = 7-10 Minutes
Vault Robbery & Gold Sell = Under 15 Minutes
Solutions
Blasting Charge: Increase timer to between 8-10mins, this will give cops at least time to respond.
Vault Rules: I believe the the rules for the Vault should differ from Altis in which as soon as the Blasting Charge has been placed negotiations are over, i think a negotiator should still be able to approach and either be told 1. We want to negotiate or 2. No we don't want to negotiate and then act accordingly.
Gold Buyer: It is very hard for cops to get to the gold buyers without helicopter support, but not much can be changed until NPAS is implemented
Long term plans are to do much more with the bankvault subgame, but I'll leave discussion of that to another time and place.
Short term fix - I have upped the demolition timer to 10mins from previous 5. We'll see whether that gives the cops time to get a wiggle on. If it needs more, we'll add it.
As for engagement rules, I leave that to whoever set them in the first place. TBH, I *hate* having to fall back on engagement rules because they are so tiresome, dead-handed, and generally a sign that something is wrong with core design... but they are a necessary evil. I didn't make the core design, so I feel no guilt there... but ultimately I'd like to make it all embedded so that the RoE are pretty feckin' obvious just by the situation! We'll see. It's a big nut to crack though, this one. Too many unpredictables (i.e random fucking humans doing stupid things) in the equation...
As for the gold-buyer, my personal preference would be to have the gold-buyer be smack dab in the middle of Georgetown, somewhere really open and obvious. It means that the crims would have a bit more of a thinking challenge ahead, rather than a race to the gold-buyer's place. Gold bars in Tanoa have no 'cool-off' - as far as I am concerned, a stolen gold bar that is embossed with the State Seal of Tanoa and is quite clearly nicked, even to the stupidest of high-street jewellers, has no business being 'cooled off' or 'unstolen' simply because some crook has hidden it in a car in a garage for three hours. Or even three weeks.
I'd prefer a situation where the crims decide whether to cash in the gold and split the money straight away, running the gauntlet of police, straight into the middle of town and a likely fiery end... or they go somewhere and lie low - perhaps splitting the gold bars up at that point, or maybe just squirrelling them away for a while somewhere together. Eventually, the time will come when they want to pull out the bars and take them to the gold-buyer's place. At the moment, it's quite obvious to all cops that if someone is heading to that island where the gold buyer lives, there is a 99% chance they are going there for one reason only, and can be ambushed quite easily (in theory... if they had the right airborne equipment, but that's another issue entirely).
However, if the gold has to be taken into town, it's harder for the cops to find reason to search, well, bloody everyone... because most of the civs will be going about their normal peaceful lives (as if). It'll be harder to locate the gold-carrying crim, unless he shows out. Meanwhile, for the crim, although it is technically 'less obvious' where he's going now, it's still going to be a bit of an arse-pucker to wander through the streets carrying half a ton of gold bars, at the mercy of any old ten-penny robber, or nosy cop, or even a good old-fashioned road-accident.
IMHO, it also makes for Georgetown to simply be a busier place - the more endpoints that end there, the more people have reason to be there... and more people means more RP - whether chaos ensues or not, RP is what we want.
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