For those without an attention span, nor time to read the whole suggestion I will quickly summarise it in very minute detail as this suggestion will be LONG. The amount of weapons in circulation due to the infinite pool of weapons generated from the police force has plummeted the price and number of weapon sales in player to player economy and interactions, and has also drastically increased the up time of priority criminal events resulting in the downplay of the significance of these events as well as creating a repetitive, boring and unfun gameplay loop and monotonous roleplay scenarios for the NSWPF. My proposition in very basic form is to stop police from dropping weapons upon death and to rework the PD evidence locker to make it more difficult to raid and to wipe weapons out of the weapon economy.
I do want to preface as well that this suggestion would largely affect the server so I do recommend you read this whole suggestion as this will majorly affect YOUR roleplay. Also please feel free to discuss this further in the comments on this suggestion thread and/or contacting myself on discord to give your personal opinions and feedback on what I have proposed as I know that many different players will view this differently and may feel very strongly about something I have spoken about whether they are for or against it.
Too Many Weapons in Criminal Circulation Creating Bad Roleplay
As it currently stands the number of weapons in criminal circulation is ridiculously high. With no method of wiping these weapons out of the economy as all weapons legally repossessed by law enforcement simply is placed inside the NSWPF station evidence locker for it to be reclaimed by criminals in a successful raid. This promotes unplanned and spontaneous criminal activity with very little repercussions except jail time, which is rare as you are usually shot dead in this endeavour. This also creates bad roleplay as they are not thought out and plays out a repetitive scenario of “put your hands up you are being taken hostage” even though there is no real roleplay reason to take this person hostage as no real grudge is held against them from a prior roleplay interaction apart from “we want to raid PD/petrol station so we are taking you hostage” which is really boring, not transformative and repetitive for NSWPF, as well for the players being taken hostage. Thus the larger number of weapons in the economy is having negative adverse effects server-wide which the effects of which can be greatly felt by all and is ultimately producing poor roleplay amongst many players.
The Negative Effects on the Weapon Market and Business Roleplay
Too many weapons in the economy with no way of deleting them out of the economy results in stale and bad roleplay scenarios. Due to the over-inflation of weapons the prices of weapons have crashed giving little to no incentive to sell weapons due to minimal profit margins for the business person, especially for the time and effort it takes. Losing this kind of roleplay would be detrimental to CityRP. Not only does the weapon market crash but so does every other material as the main use for crafting materials is for weapons and ammo, and when you only need ammo the value of ores crashes. I understand it is a player driven economy so it is up to the player bases discretion for what one bar is worth but from what I have seen they have been selling for criminally low that you could consider it in-game slave labour for new players looking to get a quick buck to establish themselves in the city due to the extremely minimal amount of simple legal jobs for them to be pointed to by a player (potentially could give suggestions to new players during the tutorial for early game legal jobs they can do to establish themselves in the city if these jobs were to be implemented to help early game players and help create a larger player base) as they seem to be the only players willing to sell materials at the moment as there are far too many weapons in the economy, therefore there is no demand for these materials.
All I have just mentioned proceeds to directly play into and affect business roleplay. For brand new business buildings to be introduced they feel underused. Business roleplay is crucial to CityRP in my opinion and it is evident many players would like to fill this role with this including myself, but with far too much supply comes next to no demand. It is important we understand why this, hence leading into my next point.
Too Many Police Weapons in Criminal Possession
How many police weapons are in criminal circulation is a major issue. Talking from personal experience, the amount of police weapons I have in my storage as of this moment far exceed the craftable criminal weapons I have stored. This is one of the two biggest contributors to this crisis. Henceforth, this raises 3 big concerns and contributors which demonstrates why this is the case:
• The infinite police gunpool artificially inflates the weapon circulation.
• The infinite police gunpool reduces the need to grind for crafting guns reducing player to player resource and weapon business roleplay scenarios and connection building.
• Shows clear evidence of promotion of kidnapping and murdering police simply for the sole purpose of obtaining their weapon and radio, and engaging in minimal and poor roleplay.
Because police drop weapons upon being taken hostage and dying results in a new weapon this adds a new weapon into circulation in the economy upon each and every time an officer dies and respawns or someone starts a shift for NSWPF. Because of this, the negative effects have been evident on the server.
The Effects on Criminal ←→ NSWPF
The fact police drop their weapons upon death encourages an extreme vast majority of criminal ←→ NSWPF RP interaction to revolve around killing cops and taking them hostage for the sole purpose of obtaining their weapons as it is quick and easy despite the complete lack of real incentive from a previous roleplay scenario with them where you may deem an officer corrupt or unjust for example. This is simply unhealthy for the server and significantly downplays how big these crimes are and results in poor roleplay and priority always being active, making it more difficult to execute well thought out crimes with prior RP build up. It should also be noted this also directly affects the need to grind for weapons, thus reducing the gameplay loop, negatively affecting the economy and business roleplay and most importantly because people aren’t grinding therefore it is just never ending dangerous and under-represented crime for the true severity of them as another weapon is always so readily available upon death.
What I believe to be by far the biggest issue with criminal ←→ NSWPF RP scenarios is the fact raiding the PD is no longer reserved for large scale organised crime with prior major roleplay with the cops to justify raiding the PD. E.g. the police just shut down your large scale meth operation and have imprisoned two of your cooks for a long sentence in prison, thus you want your revenge and to do a planned jailbreak. It is currently far too easy to raid PD and there is far too much incentive with not enough risk due to it not being difficult enough and the fact there are far too many guns in circulation resulting in these overly common shoot out scenario, which has the domino effect of almost always having weapons in the PD evidence locker.
Inability to Wipe Weapons out of Economy
Inability to wipe weapons out of circulation on the server is the other biggest contributor to this sizable problem. This has unintentionally created wealth hoarding in the form of weapons. During my time on The Australian Underground DarkRP server when there is a lack of ways to wipe money out of the economy it has negative effects on the playerbase on the server. This is happening on CityRP in the form of weapons. The NSWPF have no way to delete weapons, instead they simply sit in the PD evidence room to be reclaimed by another player/s henceforth repeating the cycle of bad roleplay.
How is this Resolved?
NOTE: I STRONGLY BELIEVE MANY OF THESE RESOLUTIONS CAN AND SHOULD BE USED TOGETHER TO YIELD BEST RESULTS.
So how do we resolve this? I have a few propositions for how this can be to be improve the health of CityRP and promote the best roleplay possible for all players:
1. All items placed in the PD evidence are given a set timer of X amount of time (I recommend 1-2 hours) before it is deleted and wiped from the economy.
Pros:
• Removes weapons from circulation after a set amount of time.
Cons:
• Still promotes raiding PD with little RP incentive.
• Doesn’t properly address how big of an event raiding PD is and raiding it for the sake of “cops are dogs”.
• Doesn’t properly address priority always being active.
2. Increase the difficulty to raid PD by having either the normal alarm or silent alarm trigger when ANY gun is pulled out in the PD by a non officer at any point, and doing the same when ANY door is locked picked in the PD (I leave this up to the discretion of the high ranking members of the NSWPF in CityRP to determine as I am not educated enough on this topic regarding what alarm is best for what scenario). This would increase raiding difficulty significantly, thus making it a much for dangerous endeavor and large scale event to be successfully.
Pros:
• Makes raiding PD a large scale operation and major event that should be well planned and equipped when raided.
• Makes it more difficult to obtain the guns in the evidence room directly dealing with the gun inflation crisis.
• Promotes good roleplay.
Cons:
• Susceptible to minging and trolling.
3. Place a hard cap on how many weapons can be in the storage room at any given time and have any weapon after the hard cap be deleted from (I think 10-15 is a good range).
Pros:
• Wipes guns out of the weapon economy.
Cons:
• Still puts many guns back into circulation when PD is successfully raided.
• Still promotes raiding PD with little RP incentive.
• Doesn’t properly address how big of an event raiding PD is and raiding it for the sake of “cops are dogs”.
• Doesn’t properly address priority always being active.
4. Cops only drop guns when placed in a hostage situation and are manually dropped, and not when they are killed.
Pros:
• Promotes not killing the police for the sake of their weapon.
• Promotes good roleplay outside of shootouts with the police.
• Directly deals with the weapon inflation crisis because of cop weapons.
• Helps with reducing how often priority will be active in theory.
Cons:
• Loss of realism as cops no longer drop weapons upon death.
• Still promotes taking cops as hostage and telling them to drop their weapons.
Thank you for reading this extremely long suggestion. I want to promote and offer the best roleplay possible for all players and I hope this suggestion is a step in the right direction to achieve this goal for all players.
My two cents:
-Remove the ability to get any form of police weapons in any way shape or form.
-Cops destroy illegals instantly once they arrive back to PD
Therefore the only reason to Raid PD is to attempt to jailbreak a friend/org member from the very long sentences
I think Kilo's should not be able to be looted from cops, only stolen from PD lockers in a raid.
Another thing I forgot to mention is the fact I think the number of officers that should be online to raid PD should be raised to 5 to make raiding PD more difficult... A few oopsies from me sorry
another way of removing weapons could be a gun drive by nswpf to encourage players to hand guns to pd for cash
Forgot to make some of the text bold so I apologise for any formatting issues because of it. whoops...