Option to kick/remove cops from your own chase
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2025-04-13, 17:47
Post: #1
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Option to kick/remove cops from your own chase
There has been issues lately with a lead cop calling for backup requesting something similar to performance to the suspect, then here comes a GTR to chase a vanilla LX6 or FZ5. Other times you have COPS who have no regard for Cop1-2 rule or are just overall problematic and catastrophic to the chase or the safety of other motorists who aren't in chase. My suggestion is to ALLOW lead cop to initiate a kick vote in the chase menu on the right screen next to the COP who is in question and once all participants of the chase click on that COPs name, he is removed from the chase.
This is not meant to single out players or harass them in any way or shape, but sometimes a chase is being done for fun or being done in a certain performance category and when backup is requested, the lead COP specifies what type of backup he is requesting and often times a COP who is joining willingly ignores the COP chat and joins with whatever he is driving and not with what might be the appropriate vehicle for the chase (i.e. TBO, slow car, 4X4 or even Heavy) |
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2025-04-13, 18:19
(This post was last modified: 2025-04-13 18:20 by Muffinn.)
Post: #2
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RE: Option to kick/remove cops from your own chase
Since most people use the mouse for drive, I recommend adding a command to the insim. I agree with Jardim, it is necessary.
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2025-04-13, 18:47
Post: #3
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RE: Option to kick/remove cops from your own chase
there should be a big pop-up on the screen that shows the cop he is removed.
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2025-04-13, 20:12
(This post was last modified: 2025-04-13 20:18 by Jacob.)
Post: #4
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RE: Option to kick/remove cops from your own chase
I see what is your goal but the game has evolved. Back in the time we hated XFR when joined the chase or we could say we do only FZ5 or only TBOs chase and when they did not follow our request we had to deal with that somehow. Now we have too many mods to be controled this way. I would rather see a third TC server with vanilla settings than dealing with kick voting in the middle of chase (impossible for mouse drivers). We always politely ask the mod cop to leave the chase to leave it vanilla clean and it works most often. I think setting up a kick vote would make more fights and reports about it.
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2025-04-13, 20:30
Post: #5
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RE: Option to kick/remove cops from your own chase
Best Cop profosyonel idea.
This idea need to be more peaceful. |
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2025-04-13, 21:20
Post: #6
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RE: Option to kick/remove cops from your own chase
Admins need to get more strict on viewing cop actions and punish them. That will filter out people that have gone for cop role too soon or just aren't ready yet.
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2025-04-13, 21:37
Post: #7
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RE: Option to kick/remove cops from your own chase
I don't know, i think a thing like this would cause more argue or fight because "this *** kicked me from the chase"
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2025-04-13, 21:59
Post: #8
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RE: Option to kick/remove cops from your own chase
(2025-04-13 20:30)Samet Wrote: This idea need to be more peaceful. Yes i gave this some more thought. Instead of an in-chase vote, just leave it up to COP1 to manually remove whoever, and removal doesn't stop the person from rejoining, in case they switch to a suitable car. That way no feelings are hurt. |
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2025-04-13, 22:00
Post: #9
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RE: Option to kick/remove cops from your own chase
Yeah, it has always been a problem. I just see this causing so much trouble and adminwork, that I don't think this will be a thing...
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2025-04-13, 22:24
(This post was last modified: 2025-04-13 22:28 by Wilczek.)
Post: #10
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RE: Option to kick/remove cops from your own chase
I think kicking COPs from chases is a bad idea in general. As Jacob said, politely asking cops to leave still works pretty often.
I have an idea: What I think would work, is a performance limit depending on chase length. It would apply only when the first cop's car is similar enough to the suspect's car performance. If the starting cop's car is much faster, any COP can join. Starting a little after failed to stop, when backup becomes available, joining COPs must be driving a car similar in power/weight to the suspect's car. After let's say 20 minutes, the limit would be taken off, letting any COP join. The lead cop in chase could disable it by using !backup# as an example. That would call backup without the performance requirement. I have a feeling something like that has been suggested before, but I couldn't find the thread. |
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2025-04-13, 23:11
Post: #11
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RE: Option to kick/remove cops from your own chase
Yes, that has been suggested in the past Wil, which would be a great thing.
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Yesterday, 05:13
(This post was last modified: Yesterday 05:21 by BP.)
Post: #12
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RE: Option to kick/remove cops from your own chase
Voted no to the original suggestion, as I believe there's a significant chance of it being used to harass/bully even though the suggestion itself has good intentions.
Quote:Instead of an in-chase vote, just leave it up to COP1 to manually remove whoever, and removal doesn't stop the person from rejoining, in case they switch to a suitable car. That way no feelings are hurt. I believe this would also be open to significant abuse where a damaged/struggling cop is removed from the chase so they can rejoin in a fresh car. That would be unfair on the suspect. Then again, if it only worked in very specific circumstances (eg if the cop is in a significantly more powerful vehicle than the suspect and is in join mode) then it could maybe be OK. I do agree there needs to be some changes in regards to the power imbalance of cops joining chases. There were some suggestions floating about in 2023 but nothing materialised. If someone is causing a mess within a chase then the normal "reporting rulebreakers" manual page applies. |
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Yesterday, 17:33
Post: #13
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RE: Option to kick/remove cops from your own chase
Okay, I have two ideas.
---------------------------------------------- 1) Make a system that gradually expand the vehicles allowed to join. Think about a Most Wanted / Carbon system. FZ5 is only 265hp/ton dry. Chase starts : up to 270hp/ton dry vehicles are allowed 5 min mark : 280hp/ton 10min mark : 290hp/ton and so on A pure kick system is a door open to abuse so no. A gradual system will also lock some cars to be ever used as cop if the hp/ton evolution is too slow. Take a Lambarini for example, with 582hp/ton dry, with my idea, a cop will have to wait 150min or 2 hours 30 to use his Lambarini against a FZ5 with 10hp/ton added every 5 minutes. And this can cause problem with very light cars, a LX6 will have to wait 45min to chase a FZ5 (358hp/ton vs 265). The right amount has to be found. Wilczek idea will also lock a lot of cars from cop use IMO, I don't see few chases go past 20 minutes. I think this is do-able, but the window to make it work well is very thin, because a global timer for all cars won't work IMO, and a gradual system will need a car-per-car evaluation for specific cases. My point is : The lightbar rule locked 90% of the cars from COP use and globally led to more powerful cars being used, this must not lock more cars from COP usage. Such systems (Jardim, Wil or me) implemented badly can and will backfire. ---------------------------------------------- 2) Tie this to the speed. I'll explain : Military Police in France have 260-300hp interceptors (Alpine A110, Cupra, also Subaru Impreza and Megane 3 RS in the past, but, they only use it against people who go +50kph over the speed limit, no matter what car the speeding guy is using. Just do the same, a bit more precise. Someone speeds : 10-20 kph over : same performance 20-30 : allow a bit more powerful 30-40 : more powerful 40-50 : more more 50+ : allow all We do hit the problem of the car-per-car case from the 1st idea tho. (I'd say "tie this to other offenses too" but it requires the insim knowing exactly what offenses you are doing in real time, and adjusting the power level allowed, and I don't want to drive Chuck to an asylum.) |
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Yesterday, 21:17
Post: #14
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RE: Option to kick/remove cops from your own chase
(Yesterday 17:33)Baboulinet4 Wrote: Okay, I have two ideas. They are good ideas but for the first one i think is a bit hard to make it possible, for the second it works only if the chased car is being chased for the speed limit, if not how will it works? |
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Today, 01:28
Post: #15
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RE: Option to kick/remove cops from your own chase
(Yesterday 05:13)BP Wrote: I believe this would also be open to significant abuse where a damaged/struggling cop is removed from the chase so they can rejoin in a fresh car. That would be unfair on the suspect. Then again, if it only worked in very specific circumstances (eg if the cop is in a significantly more powerful vehicle than the suspect and is in join mode) then it could maybe be OK. There should be a time limit involved between the COP joining and being removedby the lead COP to avoid any rejoin abuse. If the lead cop is OK with the backup he received and something like 15 seconds have elapsed, then the joining cop is fully part of the chase with the current mechanisms applying (like losing due to damage or oob, etc) Also the PWR ideas floating around are great, there are many cars that are all within ranges of one another leaving the choices open for all who prefer driving certain cars. My idea simply spawned from two things. COPs joining with cars that are twice as fast as the suspect, and when asked to leave they reply with something along the lines of "I bought this car, I'm going to use it" which IMO is just poor sportsmanship, and the other being where a suspect was exploiting the layout with his vehicle's smaller dimensions (legally albeit since it was still in bounds) so the lead COP requested a vehicle that could enter this area to expel the suspect out of it or bust. If another regular sized vehicle had joined, it would have brought no help to the chase as specified by the lead COP and I think this is one of those moments where removing the cop immediately after he joined would be fine, considering he would have the opportunity to return to the pits and get a suitable vehicle as requested by the lead COP. Either way the system needs some tweaking. |
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