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Game Changes - Rebels, Cop-killers & Licences - Feedback sought

TinyBigJacko

Management
Management
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Los Santos Police Command
Los Santos NHS
Los Santos Firefighter
Gruppe 6
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Vinewood Casino Management Office
Right you 'orrible lot. Here's some inside information on stuff I have built today, which currently exists only on my coding laptop, and (soon) a dark corner of the development server where it will hopefully be thrash-tested before letting it out in the wild on our main server.

I wanted to run it past people to get a general idea of how it might be received...

First up, I have had approval from the admins to drop the auomatic removal of rebel, gun and basic car licence the second you arrive at jail, regardless of any crime or warrant outstanding or not.

The immediate effect of this is that it means rebels, once they have obtained their rebel licence (which I am thinking of renaming 'Rebel Membership' to make it clear it is not government-sanctioned), it is not lost by a spell in jail for kerb-crawling, speeding, or spanking the monkey in public. Or even murder, necessarily. That should mean that rebels no longer have a reason to kill cops on sight, fearing that the cops can whip the cuffs on them if they get too close and send them to jail, losing them that half-million dollar licence. Likewise, it means that cops no longer have a reason to kill rebels on sight, fearing that they will be killed the second that the rebel sees them. 

However, I wanted it to be slightly less boring than that, and I wanted to inspire some new gameplay. So here's what I've done...

I've added a new couple of crimes to the wanted list - namely 'Cop Killer' and 'Cop Killer (Vehicular). If anyone kills a cop - whether they are rebel or civilian - they'll get this wanted status immediately. The bounties and the fines will be high, and the penalty is jail, not fine, if caught (but that depends very much on the discretion of the officer who catches you - if you're good enough to sweet-talk him, or he's bent, or a fool, or hates the cop you killed, well, who knows what you can convince him to do?) But assuming he does what's right, you'll be sent to jail, and you'll lose any gun licence if it was a gun-crime, or you'll lose ALL your vehicle licences, if it was a vehicle-crime. He'll get a whacking great bounty too, of course.

As a general aside, I've also removed all the immediate licence-revocations that happen the nano-second you squished a jaywalking civvy with your car, or had to shoot a robber in self-defence. Similarly, if you VDM or RDM, you will now not lose those licences either, but in practice, they had zero effect on reducing RDM/VDM, and just served to annoy the 'honest' civs who played the game properly. As a result, it is now entirely down to the cop who catches you, to decide whether to allow you off (low-fine), take a high fine or send you to jail. If he jails you, you WILL lose the appropriate licences, of course. But this engineers a situation where you can RP with the cop and hopefully prove your innocence (or at least, reduced guilt) in some cases. Again, more scope for fun and antics, is the idea.

OK, so back to the rebels and cop-killing. Here's the plan (coded already, just awaiting testing)...

If a rebel kills a cop (by whatever means) he's effectively brought the rebel faction into the public eye, and exposed them as a violent organisation. He better have been working on an operation, and he'd better be able to return safely to a rebel base for debrief, or his death or capture in the field will seriously damage that rebel organisation. That's the backstory to any engagement now. The moment he drops a cop, a timer starts running and (here's the crunch) his rebel membership (aka licence, aka training) is revoked! He has one hour to complete the operation and get back to any rebel base, at which time he can visit the rebel 'spokesman' (aka the rebel shopkeeper), and get his full membership back for $5000 - a minimal fee. By doing this, he is effectively providing the rebels with the information about their mission (whether it was fully successful or not) and most importantly, indicating that nothing publicly embarrassing to the rebels was left in the field.

If he doesn't make it back to base within the hour, then his rebel membership (licence) is lost, and he'll have to buy it back for the full $500,000 again. Because he screwed up. He killed cops, and he didn't have either enough men with him or enough nouse to ensure a decent 'exit strategy', and has made the rebel faction look like idiots. This should reduce any 'lone-wolf' rebels from simply RDMing, but it doesn't entirely rule out things like sniping cops - but of course, the entire cop force will be on their tail, and zeroing in on the bases that they think he might be running to. Not a nice prospect if there is anything less than a small army of rebels working together...

If he dies on the way back, the timer should continues to run after the respawn, but it may be reduced (because otherwise he'll just immediately spawn at Athira and drive back to base, which is very easy to do within an hour... so we might 'special case' this situation, and reduce the remaining time, if he dies). I had thought about simply having death be 'curtains'... loss of membership and full-price to buy it back, but in all honesty, a lot of rebels will be routinely getting killed by cops in these battles, so it seemed fairer to keep the 'on the run' clock running, even after death.

Of course, if you are caught and jailed, when you are 'on the run', then you'll lose whatever gun or vehicle licences are appropriate, and will already have lost your rebel membership. The timer will still be running while you're in jail, so you'd better hope for a jailbreak by your colleagues, or that the (currently) 15 minute sentence you receive (if not paying bail; 5mins if you are) allows you enough time to get back to base to renew your membership on the cheap. Otherwise, you've gotta pay full price again.

One last idea (not yet implemented) has surfaced, and I'm toying with adding this too, but it may not be required, depending on the jail dynamics. We could have the 'prison guard' character be bribe-able - with anything from a 'no-chance' to a 'high-but-not-full-price' amount payable to get your rebel licence back. Maybe as much as $250k, but more likely somewhere up to a max of $100k. But as I said, given that jail terms are 15mins if no bail paid (bail will be about 75k per cop killed, plus whatever crime bounties were also outstanding), and only 5 mins if bail is paid, plus there is the chance of a chopper bustout, it might actually be more fun not to have the jailer be potentially corruptible, and to simply continue playing the 'on-the-run' strategy.

All the way through 'on-the-run' phase, the running rebel will receive 5-minutely warnings about his need to return to base, with 1-minutely warnings happening in the last 5 minutes of the chase. Similarly, the whole server will be alerted via chat message that a given rebel or rebels is on the run, and whether they were successful or not - so you can expect the civs to cheers you on, or grief you from the sidelines, or alert the cops to your locations, as you hightail it back home. Fair deal, given all the grief you've given some of the civs in the past, maybe - but then again, maybe you'll make some new friends, if Mr John Q. Public is kind enough to give you a lift in his car, right back to Rebel HQ front door, eh?

So.. there you have it. What do you think? This is all coded (with the exception of the corruptible jailer), and will be put in testing soon (maybe later today, but most likely Wednesday), once I have full approval from the admins to do so. If you'd like to be involved in the playtesting of this, please step forward. If you have any constructive feedback - which can of course be negative, just so long as it's valid and non-abusive - or anything to add, just post it here. I can't promise to do everything, and not everything is even possible... but this is the starting point...

 
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Wow. Since everything seems to be explained perfectly well, I have but 1 question: If you go to jail for manslaughter for example do you lose vehicular licenses?

As for the renaming of the rebel license, that sounds like a great idea. Keeping it as it is (buying a license but you receive training.. which can be removed..) is kinda stupid. Membership would sound better.

Can sign me up for playtesting the 1 hour thing, the whole police chasing us down sounds excellent, maybe a tad redundant for a while due to the lack of any real police presence most of the time.

Everything else sounds great, looking forward to this.

 
If you go to jail for manslaughter for example do you lose vehicular licenses?
If you get bunged in jail for vehicular manslaughter (i.e. death of someone, civ or cop, caused by your vehicle), then yes - you'll lose all your driving/vehicle-related licences: car, truck, pilot, boat - the lot. Because you've proven yourself a mechanical health-risk in extremis. Remember, this licence-loss only happens because a cop has put you in jail and you've got those vehicular manslaughter offences 'unresolved'(i.e. you were still wanted for them, at the moment you were jailed). If the cop chooses to fine you instead, then you won't lose any licences because you don't go to jail. If the cop chooses to fine you AND jail you (yes, he has that option), then you will NOT lose those licences, because your wanted status is removed when you paid the fine (you'll also serve a shorter sentence - 10mins max instead of 15 max, assuming 'good' behaviour (not respawning/disconnecting while in jail).

Finally, if you go to jail for 'ordinary' manslaughter/murder (of a civ or a cop, doesn't matter), rather than vehicular manslaughter, it's presumed that you shot the person or killed them with a gun-strike whilst clubbing/robbing them too many times... so your gun licence is taken away. But not your vehicle licences. And vice-versa. 

Summarising:

Kill with gun = wanted. Wanted for gun + jailed = lose gun licence. Fined instead, or fined + jailed = no loss of gun licence. 

Kill with vehicle = wanted. Wanted for vehicle + jailed = lose all vehicle licences. Fined instead, or fined + jailed = no loss of vehicle licence.

Hope that covers it, but do ask if still unsure. To my mind, the punishment has now been set to fit the crime, where it wasn't before.

 
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My only concern is that if it is a group operation and cops are killed, rebels may have to leave early in order to meet the deadline as I don't think there is an indicator to know this and if there is I'm betting it would be overly complex,but some kind of compromise could be reached.

Scenario Example: En route to Town X Cop Y is killed and Rebel Z must drive back halfway through the attack in the town because a half hour has passed and the outpost is far away.

 
It seems a great idea but how does it stop cops from shooting us which many of them do with there lethal weapons do they get no shame on the cops, no huge amount of money to pay if not in time because if not then once again cops have become even more OP along with there spam of teargas and tasers and lethal and the odd moron cop who decides to shoot on sight whats to stop them? there needs to be a paid for cop training so cops fear using lethal as much as the rebels do otherwise whats the point? rebels will be too hard and cops will be far superior especially with there Nightstalker thermal vision please implement some form of paid training for cops and the same timer because its to unfair as it already is!

 
Sovereign - the cop-killer rebel will be notified via a top-right corner 'hint' every 5 minutes, of the remaining time he has to get to a base. Everyone else on the server will be notified (via chatlog) that he's on the run, too - so you may get helped or hindered - we shall see how that plays out. During the last five minutes, he'll get notifications every minute, as will everyone else.

Also important to remember there are THREE rebel bases the cop-killer rebel can retreat to. He doesn't have to go to the one he started from - he can go to any of them (though if there are rival rebel faction issues arising from the fact that the bases are split between rebel groups, then that will be something else to contend with - and RP between the rival rebel groups may be necessary! I'm sure the rebel gangs will work it out though - after all, my enemy's enemy is my friend, and all that...).

However, from a tactical point of view, we can spin the details around depending on feedback from testing and the initial period once it goes live, even. If we need longer (or shorter) times on the 'running-man' clock to make it more fun, or more of a challenge, we can do that. Similarly, if we really need more 'boltholes' to run to, we can think about maybe adding some more NPCs at specific locations (like the TV mast, for example - where we could say that the running rebel regained kudos for the attacking faction by pirating a broadcast onto the local TV station, or something? - I'm sure we can develop sensible 'backstory' ideas for a number of places that we could use as boltholes, including ones in the middle of certain towns, even. I just picked the rebel bases initially, because it seemed to make the most sense... we are only limited by our imagination, really).

 
It seems a great idea but how does it stop cops from shooting us which many of them do with there lethal weapons do they get no shame on the cops, no huge amount of money to pay if not in time because if not then once again cops have become even more OP along with there spam of teargas and tasers and lethal and the odd moron cop who decides to shoot on sight whats to stop them? there needs to be a paid for cop training so cops fear using lethal as much as the rebels do otherwise whats the point? rebels will be too hard and cops will be far superior especially with there Nightstalker thermal vision please implement some form of paid training for cops and the same timer because its to unfair as it already is!
Trying very hard to understand some of that, G... :)

Let me see if I can unravel it (meanwhile, here, have a handful of punctuation for next time ...,,, :) ).

Firstly, you won't ever stop cops shooting at rebels with lethal weapons, if you're using lethal weapons yourself. You're rebels; they're cops... deal with it! :)  

However, given the removal of the automatic removal of rebel licence just for going to jail with a lockpicking offence, it is hoped that rebels will be able to RP more with cops if they encounter them in a 'day-to-day' situation. You won't need to shoot-on-sight the cops, and they won't feel they have to shoot-on-sight the rebels because the rebels are likely to do it to them. Nobody needs to shoot on sight now - they can RP. If, during that RP, a rebel is wanted for, say, theft or robbery of a civ, who cares if you go to jail - you won't lose your rebel licence anymore. You will ONLY lose your rebel licence (and hopefully temporarily) if you kill a cop. So that makes it much more of likelihood that you'll engage en-mass, in a proper 'rebel operation', and kill cops as part of a wider rebel operation. If it happens in the cities, it'd better be a 'pre-arranged' (with admins) type of operation, but conceivably it could happen anywhere, anytime out in the field, say at the coke plantations as part of a rebel drug-run operation, if things went down badly, but that's still fine.

You suggest 'paid training' for cops to make them think twice about using lethal - I say this is unnecessary. Reason being, if cops are no longer forced (by previous rebel actions) to shoot rebels on sight, then they will only be resorting to lethal force if lethal force is unleashed against them first. Any cop that oversteps the line is likely to be busted by his own superiors - and believe me, that will be far worse than losing a $500k licence temporarily! Similarly, if the cops use tasers, and bust you before you've killed any cops, there's no problem - you'll go to jail for firearms offences against icivs (if any) or other offences, and won't lose your rebel licences (you may lose your firearms licence, but that's no biggy).

In terms of weapons, there seems to be a bit of mythical sense that all the cops have LRRs and teargas in their (non-existent) backpacks, but this is largely balls. In any city-assault type event, there should be at most one senior officer with teargas, and maybe one or two with an LRR, and they will usually be well back from the action. The majority of cops will have much lower-level rifles, as befitting their rank. Most of them won't have teargas protection, which means that teargas deployment should not be 'spammed', because it will temporarily disable as many cops as it does rebels (and civs). I've seen this happen already, and it is bloody funny, tbh.

Timers for the cops is pretty pointless, because they are always going to be a cop, unless they breach the rules of the force, in which case there is no second chance, usually. And if they die, cops MUST play the 15-minute New Life Rule, or they will be considered to have breached the rules... so a dead cop is out of the action, full stop. Sadly, that's not always been the case with some of the rebels, who respawn close by and return into the thick of things. If they get killed having killed no cops, they'll probably continue to do that (but they're obviously a wimp or can't shoot straight in that case), or they WILL have already killed a cop, in which case they may have to think seriously about whether they respawn, break NLR, and risk losing their rebel membership, or spawn nearer to a rebel base and safeguard their rebel status. If they still have bags of time, and the area of operations was close enough, there's a chance they could still technically break NLR, but this mechanism will at least have stopped them running STRAIGHT back into the action. So this should ensure things are fair. Obviously if the cops don't play fair, and this can be proved, Asdrubael will have something to say about it, and maybe we will add in some disincentives to cops 'cheating' in this way. We shall see. Nothing is set in stone, and the whole point is for fair, fun, challenging gameplay here. Nobody wants to create a situation where there is massive imbalance either side.

Final point - weapons balance. This is already under discussion elsewhere, regarding giving some different kit to the rebels, and the discussion isn't finished yet, but I would expect that it will be under constant review. The cops have a chopper with thermal imaging that is potentially deadly - if the people in it can communicate clearly, which ain't always the case! Likewise they have nightvision scopes (but not all officers have this, or want this 24/7, so very often it won't be 'in effect' nearly as much as you may think). So it is quite possible that, and as a result of feedback from actions, this weapons balance may change. I have to be honest, though... most of the time, if the cops have any advantage at all (which they don't always) it's not weapons-based... it's communication and organisation. The best rebel opponents - the ones that win through, and will get home to base with a score of cop-kills, tons of drugs and a bag of fed cash - will be the ones that can organise. The ones that suffer will be the rebel rabbles; the weekend-cocksures who haven't a clue, and who charge into battle like a gaggle of Ramboes. And to be fair, those are precisely the kinds of rebel groups we're trying to weed out, so that we can focus on the better rebel groups, and have more involving, challenging 'set piece' situations, rather than a bunch of RDMing solo artists with a beany hat and  Katiba who think they are Che Guevara but are more like one half of the Chuckle Brothers with a gun.

 
Feeling mugged off ;)  

I see what your saying but there are a few cops that shoot first ask questions later.

 
Trying very hard to understand some of that, G... :)

Let me see if I can unravel it (meanwhile, here, have a handful of punctuation for next time ...,,, :) ).

Firstly, you won't ever stop cops shooting at rebels with lethal weapons, if you're using lethal weapons yourself. You're rebels; they're cops... deal with it! :)  

However, given the removal of the automatic removal of rebel licence just for going to jail with a lockpicking offence, it is hoped that rebels will be able to RP more with cops if they encounter them in a 'day-to-day' situation. You won't need to shoot-on-sight the cops, and they won't feel they have to shoot-on-sight the rebels because the rebels are likely to do it to them. Nobody needs to shoot on sight now - they can RP. If, during that RP, a rebel is wanted for, say, theft or robbery of a civ, who cares if you go to jail - you won't lose your rebel licence anymore. You will ONLY lose your rebel licence (and hopefully temporarily) if you kill a cop. So that makes it much more of likelihood that you'll engage en-mass, in a proper 'rebel operation', and kill cops as part of a wider rebel operation. If it happens in the cities, it'd better be a 'pre-arranged' (with admins) type of operation, but conceivably it could happen anywhere, anytime out in the field, say at the coke plantations as part of a rebel drug-run operation, if things went down badly, but that's still fine.

You suggest 'paid training' for cops to make them think twice about using lethal - I say this is unnecessary. Reason being, if cops are no longer forced (by previous rebel actions) to shoot rebels on sight, then they will only be resorting to lethal force if lethal force is unleashed against them first. Any cop that oversteps the line is likely to be busted by his own superiors - and believe me, that will be far worse than losing a $500k licence temporarily! Similarly, if the cops use tasers, and bust you before you've killed any cops, there's no problem - you'll go to jail for firearms offences against icivs (if any) or other offences, and won't lose your rebel licences (you may lose your firearms licence, but that's no biggy).

In terms of weapons, there seems to be a bit of mythical sense that all the cops have LRRs and teargas in their (non-existent) backpacks, but this is largely balls. In any city-assault type event, there should be at most one senior officer with teargas, and maybe one or two with an LRR, and they will usually be well back from the action. The majority of cops will have much lower-level rifles, as befitting their rank. Most of them won't have teargas protection, which means that teargas deployment should not be 'spammed', because it will temporarily disable as many cops as it does rebels (and civs). I've seen this happen already, and it is bloody funny, tbh.

Timers for the cops is pretty pointless, because they are always going to be a cop, unless they breach the rules of the force, in which case there is no second chance, usually. And if they die, cops MUST play the 15-minute New Life Rule, or they will be considered to have breached the rules... so a dead cop is out of the action, full stop. Sadly, that's not always been the case with some of the rebels, who respawn close by and return into the thick of things. If they get killed having killed no cops, they'll probably continue to do that (but they're obviously a wimp or can't shoot straight in that case), or they WILL have already killed a cop, in which case they may have to think seriously about whether they respawn, break NLR, and risk losing their rebel membership, or spawn nearer to a rebel base and safeguard their rebel status. If they still have bags of time, and the area of operations was close enough, there's a chance they could still technically break NLR, but this mechanism will at least have stopped them running STRAIGHT back into the action. So this should ensure things are fair. Obviously if the cops don't play fair, and this can be proved, Asdrubael will have something to say about it, and maybe we will add in some disincentives to cops 'cheating' in this way. We shall see. Nothing is set in stone, and the whole point is for fair, fun, challenging gameplay here. Nobody wants to create a situation where there is massive imbalance either side.

Final point - weapons balance. This is already under discussion elsewhere, regarding giving some different kit to the rebels, and the discussion isn't finished yet, but I would expect that it will be under constant review. The cops have a chopper with thermal imaging that is potentially deadly - if the people in it can communicate clearly, which ain't always the case! Likewise they have nightvision scopes (but not all officers have this, or want this 24/7, so very often it won't be 'in effect' nearly as much as you may think). So it is quite possible that, and as a result of feedback from actions, this weapons balance may change. I have to be honest, though... most of the time, if the cops have any advantage at all (which they don't always) it's not weapons-based... it's communication and organisation. The best rebel opponents - the ones that win through, and will get home to base with a score of cop-kills, tons of drugs and a bag of fed cash - will be the ones that can organise. The ones that suffer will be the rebel rabbles; the weekend-cocksures who haven't a clue, and who charge into battle like a gaggle of Ramboes. And to be fair, those are precisely the kinds of rebel groups we're trying to weed out, so that we can focus on the better rebel groups, and have more involving, challenging 'set piece' situations, rather than a bunch of RDMing solo artists with a beany hat and  Katiba who think they are Che Guevara but are more like one half of the Chuckle Brothers with a gun.
Don't know how much i like this 1 hour rebel license thing we will all see in practice how it plays out, i certainly dint like that you lost it when you went to jail, but i think 1 hour might be to little time but will see.

Regarding the weapons like the LRR and teargas, i have come to understand that only some cops have access to them none the less i think rebels should have something to counter it.

If not a "real" sniper rifle like the LRR or Lynx, at least give the rebels  like?do=embed' frameborder='0' data-embedContent> the SOS or DMS to use on the 7.62 rifles so they somewhat can counter the higher ranking police with access to those sniper rifles that also have access to the, nightstalker sight which is a high tech 5x-25x zoom daysight, nightvision, black hot, white hot vision modes, red dot on top of the scope in addition to all that it has a range finder build in to the scope and it lights up when its aimed at a target which causes some serious balancing issues, when the police use this and a silencer on a MX 6.5 mm it gives them a very big advantage, this sight should definitely be removed for both sides.

I made a i think rebels should have access to and i think the police should have access to mostly the same sights, the only vision capable sight that should be on the server i think is the NVS its just a nightvision sight, having access to thermal vision sight which is capable of long range and short and can give you the range of the target and basically lights the targets up is way to op.

 
@Carl - certainly not intending 'mug you off' - I thought I addressed your points, but if not, let me know. Certainly there ARE a few cops who shoot first and ask questions later - but I thought I explained that too... it's because the Rebels have taken to doing the same, because they'd rather die or kill everyone than go to jail (and that makes perfect sense to me too). What we're trying to solve here, is that entire 'escalation' situation. Once this stuff is implemented (in whatever final shape it takes) the ENTIRE INTENTION is to stop cops AND rebels from shooting first and asking questions later. At least 90% of the time, anyway! We have to allow for the occasional 'hit-job' where no doubt the rebels will want a particular cop 'offed', or something like that. Conversely, the cops might, in rare cases, have a 'wanted dead or alive' type BOLO out for a specific high-ranking rebel, but this will all have been RPed properly beforehand (or at least, damned well ought to be).

I'm not in favour of cops shooting to kill first without warning, any more than you are, Carl.

@Elten - my initial guesstimate of times was 20 mins - lol... but in conversation with a few lads on TS, Price suggested that this wasn't long enough to complete an operation and get back. Sovereign has raised the issue of what happens if one of the rebel gang has an 'accident' with a cop en-route to the operation and has to run home and miss the main event, too. All valid points, and that's why I've rethought it, and put it at an hour - we also have the option of more (and closer) safehouses/boltholes too, if necessary. Thing is, if we make it much longer, then there will be no 'running man/ rebel on the run' excitement - which is really what I'm trying to get going here. The idea that a whole server full of civs will be cheering or jeering at one or more cop-killing rebels who are charging across the island after a blinding mission laying waste to the cops (hopefully). The sheer 'fox being hunted' adrenaline rush, while the rebel(s) runs the gauntlet back home. I reckon it could be amazing fun - and we've not seen it's like anywhere else (even the Fed jobs are not quite as 'thrill of the chase' as this could be).

It stands to reason that we will have to tweak things in terms of timings - but at this point, it's the general concepts I'm trying to sound out. If we need an hour and a half, or even two, then that'll come out in testing or first cut, I hope (and any rebel licences lost due to unfair balance during testing amnesty would be comped, of course). But likewise, we don't want it to turn into a country stroll home... it's the urgency that makes it exhilarating, in my opinion. We'll find the right number, I'm sure...

Just as an aside, I'd rather we continued to talk about weapons balances in your thread, rather than here, because this thread's about the crimes, licences and 'running man' side-game, mainly. Weapons balance IS important to get right too - but it's not part of this directly, so if folks would oblige, I'd be grateful. Ta.

 

 
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What if the server restarting and you didnet get back before the 1 hour... do you lose the licens then ?

 
When ed talked to me he said that if a restart happens or you die you will be given a reduced amount of time to get back to the rebel outpost.

 
Personally I think the Police should have an Internal Affairs Dept. I think this would make for some awesome roleplay opportunity.

 
That sounds like some great improvements! :D

Cant wait to see them on the main server :)

 
Just to clarify Price's statement. Atm, there is no time reduction on respawn. The time just carries on. We will see whether that makes it too easy and whether people abuse it to effectively teleport closer to base. If necessary the timer can be reduced after respawn to stop this. We'll see...

 
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Atm, there is no time reduction on respawn. The time just carries on. We will see whether that makes it too easy and whether people abuse it to effectively teleport closer to base.
It shouldn't really, I personally think that an hour is more than enough time, except maybe in a situation such as an attack on a city that could last a while.

Besides, the closest places you could respawn to is Athira and Pyrgos, both of which are still pretty damn far from the outposts. That could be abused if you died/hit respawn in Sofia/Kavala area though.

 
Can we have a place where we can do our "Altis Bar" exam, so we can be lawyers, and represent people who are arrested. really wana roleplay that :)

 
This sounds great! Also: Add GPS tracker in rebel so we can hunt him down when he tries to get hs license :D  

Im all in for testing this just tell me when and where!

 
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