2012-10-28, 22:02
With regards to the latest roleplay additions and chase system changes, I thought I'd put a little idea of mine I had here, like it, hate it, idk
To explain the concept quickly and simply;
It might sound complicated at first but what ends up happening is that a new gameplay element for the suspect occurs; they've a chance a helicopter will follow them for a while, leading the cops to them.
The effect of this is, if you don't lose the cops quickly, you become less likely to lose them as the heat turns up from the helicopter, but if you keep going long enough even the helicopter will run out of fuel, and you will have worn down the cops enough to have another chance to lose them.
It's also a possibility of a fix for the endless question of where the speed trap fines go, and makes the new tracker transition a little less extreme because, if even i'm now finding chases a challenge, I bet the starter cops are pretty much feeling a bit hopeless now
Just a suggestion
To explain the concept quickly and simply;
- Each server gets 1 Helicopter
- The Helicopter's fuel is funded by Speedtrap Fines
- Every 20 Euros in Speedtrap Fines = 1 minute of flight time in fuel.
- The Helicopter can load a maximum of 60 minutes fuel
- If a Police chase lasts over 5 mins, the helicopter (if it has enough fuel) is dispatched to the chase and 'arrives' after 2 minutes
- When it arrives, all cops can see the present location of the suspect including cop 1 and also including when all cops are further than 250m
- The Helicopter must land when it only has 2 minutes of fuel left (time for travelling back to the 'base'
- The Helicopter cannot fly from chase to chase, everytime it is finished with 1 chase it must return to base, refuel, and then travel to the next chase (2min travel+ 1 min refuel + 2 min travel = 5 minute wait between each chase assuming it has the funds)
It might sound complicated at first but what ends up happening is that a new gameplay element for the suspect occurs; they've a chance a helicopter will follow them for a while, leading the cops to them.
The effect of this is, if you don't lose the cops quickly, you become less likely to lose them as the heat turns up from the helicopter, but if you keep going long enough even the helicopter will run out of fuel, and you will have worn down the cops enough to have another chance to lose them.
It's also a possibility of a fix for the endless question of where the speed trap fines go, and makes the new tracker transition a little less extreme because, if even i'm now finding chases a challenge, I bet the starter cops are pretty much feeling a bit hopeless now
Just a suggestion