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[Suggestion] Putting (valid) suspects in a colleague's car should be rewarded in the same way as calling an AI unit


TomAB

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Suggestion for (MTA, Forum, website): MTA

Suggestion: Putting (valid) suspects in a colleague's car should be rewarded in the same way as calling an AI police transporter.

Why should this be added?: It's the same except that you cooperate with your team and there are fewer problems with the AI units. 

Anything else you'd like to add?: No
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This can be abused quite easily and could reward the wrong person the experience for an arrest. In order to get this properly working, we need to make an option to select the vehicle you want to put your suspect in. We also need to somehow assign a detained ped to a player but still prevent arrests being stolen.

I'm not saying we're denying this suggestion, but the idea should be thought out a lot further. If you have an idea for that; please let us know.

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14 minutes ago, Tosfera said:

This can be abused quite easily and could reward the wrong person the experience for an arrest. In order to get this properly working, we need to make an option to select the vehicle you want to put your suspect in. We also need to somehow assign a detained ped to a player but still prevent arrests being stolen.

I'm not saying we're denying this suggestion, but the idea should be thought out a lot further. If you have an idea for that; please let us know.

Currently, it is unattractive to drive a vehicle with only two seats because you cannot drive suspects to the arresting point. And the AI transporter is quite unreliable. I find it a pity that you are punished when you cooperate with other players, for example when you put suspects in a colleague's car instead of your own. For me, you could get less experience and money here because the effort is less, for example, only half.

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half exp wouldn't resolve the issue; putting a detained ped into a vehicle, taking it out, putting it back in, taking it out, repeat, repeat, repeat; it's a simply option to exploit. But by "claiming" a patient, it's really easy to steal arrests and punish the non-rulebreakers. As an example;

  1. player A gets a callout
  2. player A handles the callout
  3. player B rushes to the callout location
  4. player B claims the ped and gets the exp, rushing off again
  5. player A gets no reward for doing all the hard work. Getting punished for not rushing an arrest.

 

 

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3 hours ago, Tosfera said:

half exp wouldn't resolve the issue; putting a detained ped into a vehicle, taking it out, putting it back in, taking it out, repeat, repeat, repeat; it's a simply option to exploit. But by "claiming" a patient, it's really easy to steal arrests and punish the non-rulebreakers. As an example;

  1. player A gets a callout
  2. player A handles the callout
  3. player B rushes to the callout location
  4. player B claims the ped and gets the exp, rushing off again
  5. player A gets no reward for doing all the hard work. Getting punished for not rushing an arrest.

 

 

Example:

Two players get a callout.
Player A and Player B come to the callout.
Player A drives with a four-seat car and Player B with a two-seat car.

Player B has no room to take the suspect so he decides to put the suspect in player A car. Currently he gets no reward for this, which makes two-seat cars extremely unattractive.
Player A gets the same experience and money as if he would get an AI transporter, because it is the same principle only better, because you cooperate with other players and there are no AI problems. 
Player B drives the suspect to the arrest point as usual.  

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