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Police update

killerabbit

Well-known member
Location
Cumbria
So, its about time for another update, I believe people are not impressed with some of the changes. Some of the forum posts I’ve seen about me are certainly not flattering, however, I hope to explain myself a little during this post, and hopefully I will be well loved afterwards… Well one can hope lol.

We will start with the force itself, the force has had a total overhaul, we now have different departments that work independent of each other, with different people heading up different department.

These are:

Kavala - CI Motosuwa (Chief Inspector) - DI Gone (Detective Inspector)

Athira - CI Adam (Chief Inspector)

Sophia - CI foxhound (Chief Inspector) - DI Dave (Detective Inspector)

ProActive Team - CI Joshbond (Chief Inspector) - DI TheEnd (Detective Inspector)

SCO19 - CI Vincent (Chief Inspector) - DI Shadow (Detective Inspector)

As an explainer, ProActive Team or Road Policing Unit works a bit like highway patrol in the US. SCO19 needs some background information, one thing I have been very avid on is the police not being like a military, they are a police force. This is one of the reasons the police have had pretty much every weapon they used to have taken away. Now the majority of the force is armed with Stings and Vectors, some are are armed with MXCs and the most powerful firearm we possess is the MX. As people will also have noticed CSOs (trainees) are unarmed, we are doing this to check their role play to see if it is to our standard, and make sure they understand the rules of possessing firearms, before we give them a weapon. Obviously there is the issue that the rebels are way more powerful than the majority of our force. SCO19 is our dedicated firearms response, if you are causing enough trouble, these are the guys you don't want turning up. These guys are armed to the teeth, well training and very well organised.

One thing I'm very focused on is the roleplay, I'm a true believer that the police need to obey the laws the same way (if not more) than the civs. I'm cracking down on police not roleplaying, already this week we have let three officers go for not following the rules. Obviously cops shooting on sight is something I'm cracking down on, but more than that, there is now a 3 minute rule on cops using firearms to stop a car chase, and a senior officer must be consulted. Police also have set search powers (there is a post about it) so now police can't search people at random, they must have probable course, and they must explain to you why you are being searched.

Some of the other changes to the police force include, getting CS gas neutered, (I consider it to be way OP) and setting up internal affairs with in the game, one or two officers that are dedicated to making sure police are kept in check.

Game balance is something that I have a true focus on, and as much as I have balanced out the police force, some of the laws I have been bringing in have seemed to really ruffled some feathers, namely the illegal weapons.

Firstly the illegal gun law is exactly that, a law, its not a server rule. The issue with being a rebel is that its too easy to reach end game, and once you get there, you don't have much to do. One of the reasons DayZ became so popular is the feeling it gave you when you play, that feeling of you spending hours trying to get what you need only to risk losing it all, that anxiety, the fear you get. Its the same as playing a game like half life using impulse101 (for the non half life geeks thats the all guns, all ammo cheat), its fun to play, feeling like god, but after a while that feeling goes, and you can't get it back again, You need to have risk to make the challenge of getting there feel worth it.

Now as ed says everyone needs that feeling of being a bad ass walking through town, so an idea we had was to create a rebel town. The same as there is . For the moment, the law will apply, but only for Sophia, Kavala and Athira Town, out in the sticks and pyrgos will be legal. The same risk that's involved for rebels going into kavala, should be replicated in Pygros (or wherever the town is), my idea is to have pyrgos so dangerous police will only risk going in there under exceptional circumstances.

Lastly, and this is one of the changes I'm most excited about are contract killings, the simple idea is you can take a contract out on anyone, once you have taken a contract out on someone, you need to inform the person you have taken a contract out on. We will be giving more info about this over the weekend. Yes, I also understand that I will be getting contracts on me every 10 mins after some of the changes I have made!

I hope this lets you understand a little more about what's going on, as always you're free to contact me, I will try and reply to everyone best I can. Let the comment war commence!

 
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Keep it up you may well score a few with some of these :)

Having a town to grab our rebel stuff food etc would be welcome instead of a dash out of town before the rozzers grab us.

 
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One problem is that no one wants to spawn in Pygros as there are no garages there.

Being a rebel and only being able to get hatchback and not our lovely Ifrits out is a bit of a problem if you want us lot to occupy Pygros.

 
One problem is that no one wants to spawn in Pygros as there are no garages there.

Being a rebel and only being able to get hatchback and not our lovely Ifrits out is a bit of a problem if you want us lot to occupy Pygros.

I was hoping that a garage would be placed there..... or was i being foolish?

 
And the bank is in Pygros so I think that it's not smart it being the rebel town.

 
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Everything a growing rebel needs would be put in town. The rebel representative would be able to make changes as needed. As far as the bank goes, that's getting moved to agios dionysios.

 
Thank you for the post killer, its good to see you keeping everyone up to date, hopefully this puts a few of the whines to sleep for awhile until the next thing...

 
nice with some info about everything, and some nice ideas in the making! :)

but a quick question, rebel guns are no go in citys, but are donator weapons considered a rebel weapon? - maybe i just misunderstood the whole weapon in citys thing :)

 
You sure the cops aint got access to a 50cal still. I was killed with one lastnight during a hostage situation. Think the shooter was Graveworm. Or is the 50 cal rifle still used in special circumstances? I'm pretty sure it was a 50 as he shot me through a steel wall, when I was cowering from tear gas in a container at the south rebel outpost.

 
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Well if it weren't a 50 cal, it was a cheap ass glitching the barrel through the wall kill. Or maybe my ass was poking out through the steel wall (well done BIS on astounding collision detection as always), which is just as crap a way to go. Perhaps Jimmy should not have ate so much bacon before going on a rebel op.

 
I am authorising SCO19 to have some pretty powerful weapons, these include

M320 with SOS scope - to be used in special curumstances only. It must be kept at base at all times.

MX GL - don't get to scared about this one, this is to deploy CS gas only, and again cs gas is getting neutered. I'm also thinking of making it so SCO19 are the only ones who carry CS.

EBR - Pretty obvious this one, with a lot of rebels carrying rahims we need a gun to match. I beleive the SCO19 lads are looking to make this the "bread and butter" rifle

 
I am authorising SCO19 to have some pretty powerful weapons, these include

M320 with SOS scope - to be used in special curumstances only. It must be kept at base at all times.

MX GL - don't get to scared about this one, this is to deploy CS gas only, and again cs gas is getting neutered. I'm also thinking of making it so SCO19 are the only ones who carry CS.

EBR - Pretty obvious this one, with a lot of rebels carrying rahims we need a gun to match. I beleive the SCO19 lads are looking to make this the "bread and butter" rifle
I'm kinda skeptical about the M320 i feel it would have to be very strict laws on that and like you say "to be used in special circumstances only. It must be kept at base at all times." what would these circumstances be?

The MX GL, i don't know the CS gas is op from before and allowing police to shoot it up to 600m away is very op.

EBR i see no problem with as long as the right rank/task force use it, don't want CSOs running around with EBR's

 
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I am authorising SCO19 to have some pretty powerful weapons, these include

M320 with SOS scope - to be used in special curumstances only. It must be kept at base at all times.

MX GL - don't get to scared about this one, this is to deploy CS gas only, and again cs gas is getting neutered. I'm also thinking of making it so SCO19 are the only ones who carry CS.

EBR - Pretty obvious this one, with a lot of rebels carrying rahims we need a gun to match. I beleive the SCO19 lads are looking to make this the "bread and butter" rifle
Any thoughts on changing the loadout of the ProActive loadout - because of bank robbery, you know.

Not saying I ain't happy with the current set-up, just thinking about certain situations when...eh, push comes to shove.

 
The MX GL is extremely op if armed withCS gas, imagine trying to rob the bank and then the police can just gas us without a single worry of ever getting hit.

I don't agree with that, or at least up the rebel gear so we can actually counteract SCO19, rebels are meant to be a force to be reckoned with, currently the best weapon i can get is the MK18 or the Rahim but last night I hit a cop twice with a 7.62 and he just turned around and one shoted me. I'm pretty sure things are still unbalanced when 5 rebels fully equipped don't stand a chance against a few cops who seem to one shot everyone.

 
I'm kinda skeptical about the M320 i feel it would have to be very strict laws on that and like you say "to be used in special circumstances only. It must be kept at base at all times." what would these circumstances be?

The MX GL, i don't know the CS gas is op from before and allowing police to shoot it up to 600m away is very op.

EBR i see no problem with as long as the right rank/task force use it, don't want CSOs running around with EBR's
The M320 would only ever be used to contain a situation, much like it would in real life even when a sniper is on scene, they would be working with the entry team, and only firing with the group leader gives permission to shoot.

CS gas is going to get neutered as explained, so the effects will only last for less than quarter of the time it does at the moment. I'm all for fair balance, so if I feel its getting abused, then they will find it taken away. The other thing is there is going to be an alternative gas mask for the rebels.

The only group getting these weapons will be SCO19, members must be PC or higher to join.

Any thoughts on changing the loadout of the ProActive loadout - because of bank robbery, you know.

Not saying I ain't happy with the current set-up, just thinking about certain situations when...eh, push comes to shove.
I will be working with ProActive team tonight, and showing you guys the most powerful weapon in Arma 3: teamwork.

As far as the bank goes, that's why we have SCO19. Plus the bank will be moved and ranged combat will be replaced with urban combat, and the vector dominates that environment.

The MX GL is extremely op if armed withCS gas, imagine trying to rob the bank and then the police can just gas us without a single worry of ever getting hit.

I don't agree with that, or at least up the rebel gear so we can actually counteract SCO19, rebels are meant to be a force to be reckoned with, currently the best weapon i can get is the MK18 or the Rahim but last night I hit a cop twice with a 7.62 and he just turned around and one shoted me. I'm pretty sure things are still unbalanced when 5 rebels fully equipped don't stand a chance against a few cops who seem to one shot everyone.
If 5 rebels cant kill a few cops, you guys need some more target practice or up your tactics. End of the day, rebels should be a force to be reckoned with, but the police should be a more dominant force over all. That's why you guys need to use guerrilla tactics, dyslexi did a really good guide on this which you can find here 


 
The M320 would only ever be used to contain a situation, much like it would in real life even when a sniper is on scene, they would be working with the entry team, and only firing with the group leader gives permission to shoot.

CS gas is going to get neutered as explained, so the effects will only last for less than quarter of the time it does at the moment. I'm all for fair balance, so if I feel its getting abused, then they will find it taken away. The other thing is there is going to be an alternative gas mask for the rebels.

The only group getting these weapons will be SCO19, members must be PC or higher to join.

I will be working with ProActive team tonight, and showing you guys the most powerful weapon in Arma 3: teamwork.

As far as the bank goes, that's why we have SCO19. Plus the bank will be moved and ranged combat will be replaced with urban combat, and the vector dominates that environment.

If 5 rebels cant kill a few cops, you guys need some more target practice or up your tactics. End of the day, rebels should be a force to be reckoned with, but the police should be a more dominant force over all. That's why you guys need to use guerrilla tactics, dyslexi did a really good guide on this which you can find here 
I guess will see about the M320 when it gets used in the field, good to hear about the duration of the CS gas and yes i think the rebels should have a mask that could counter the gas.

Yea i agree some rebels needs training, and the reason the guy didn't go down when he was shoot twice in the back with a 7.62 is because of the police having the Carrier Lite (Black) which has a value of 4 in armor (5 highest value in arma 3), i think the rebels should get a couple of different vests that has armor and other clothing, i made a list a while ago with some different clothing items that could be added for civs and rebels. here is the value list of the items.

 
The M320 would only ever be used to contain a situation, much like it would in real life even when a sniper is on scene, they would be working with the entry team, and only firing with the group leader gives permission to shoot.

CS gas is going to get neutered as explained, so the effects will only last for less than quarter of the time it does at the moment. I'm all for fair balance, so if I feel its getting abused, then they will find it taken away. The other thing is there is going to be an alternative gas mask for the rebels.

The only group getting these weapons will be SCO19, members must be PC or higher to join.

I will be working with ProActive team tonight, and showing you guys the most powerful weapon in Arma 3: teamwork.

As far as the bank goes, that's why we have SCO19. Plus the bank will be moved and ranged combat will be replaced with urban combat, and the vector dominates that environment.

If 5 rebels cant kill a few cops, you guys need some more target practice or up your tactics. End of the day, rebels should be a force to be reckoned with, but the police should be a more dominant force over all. That's why you guys need to use guerrilla tactics, dyslexi did a really good guide on this which you can find here https://www.youtube.com/watch?v=NUZy9LwMPxU
Thanks for the info but I don't think 4 hunters and two hellcats can be considered a few cops, we were attacked with full force just because we were driving Ifrits off-road.
Ok maybe I worded it wrong in my original post, but still can you examine how a 7.62 with two confirmed hits at 20 metres was not a kill but a cop with a MX being a 5.56 or 6.5 I can't remember, somehow only fired one shot and I died instantly, something isn't right there. Also just to add I was at 100hp when I was hot with one round and killed.

 
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