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APD Handcuffs Invincible


Invincible APD Cuffs?  

80 members have voted

  1. 1. Should APD handcuffs be invincible

    • Yes
      17
    • No
      63


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Now I know this has been brought up before, and I used to be against it. But after playing Asylum for a while I see that the invincible cuffs aren't abused. People don't spray thru walls to kill cops without killing their friends, ect. On Olympus, every time someone with a high bounty gets caught, they get "accidentally" shot. I think that the cuffs would help.

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No way, just try and do your best to isolate the people you have in custody to avoid them being shot. Things happen, people get caught in crossfire, shot out of a car etc. The invincible cuffs would be a little overboard in my opinion. If it's clearly obvious they killed the restrained players intentionally report it. 

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The responsibility should be on the officers to keep them safe. There is a necessity for some rules/features that are essentially "Magical."

 

This isn't one of them though, in my opinion. Magical forcefields protecting APD detainee's is a bit too far imo.

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1. Maybe, inside HQ's the processing huts could be locked and you would have to lock pick it to get in it unless your apd. Like a car key type of thing. Every apd has "keys" and they can open doors, like gang sheds, and they can unlock it using 'u' and then it's unlocked unless they hit 'u' to lock it again. Could help especially if there's only two or maybe three cops in an HQ where 2 cops are processing.

2. Or maybe put a wall in the processing hut, like a glass window that's bulletproof. This way when they're in their they can't be harmed from someone who runs in guns blazing. 

 

 

just some ideas around this, cause I do agree that this is a problem. And you say just report them, but sometimes that doesn't help since people can't record. And sometimes you end up losing millions of dollars because of one guy who then has a 30k bounty. It's not fair to cops who might have had to work really hard to get the bounty. These are potential solutions to this problem, just on the spot idea.

  • Like 2
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52 minutes ago, DANGUSDEAN said:

1. Maybe, inside HQ's the processing huts could be locked and you would have to lock pick it to get in it unless your apd. Like a car key type of thing. Every apd has "keys" and they can open doors, like gang sheds, and they can unlock it using 'u' and then it's unlocked unless they hit 'u' to lock it again. Could help especially if there's only two or maybe three cops in an HQ where 2 cops are processing.

2. Or maybe put a wall in the processing hut, like a glass window that's bulletproof. This way when they're in their they can't be harmed from someone who runs in guns blazing. 

 

 

just some ideas around this, cause I do agree that this is a problem. And you say just report them, but sometimes that doesn't help since people can't record. And sometimes you end up losing millions of dollars because of one guy who then has a 30k bounty. It's not fair to cops who might have had to work really hard to get the bounty. These are potential solutions to this problem, just on the spot idea.

+1 +1 +1 to this

  • Like 1
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3 hours ago, McDili said:

The responsibility should be on the officers to keep them safe. There is a necessity for some rules/features that are essentially "Magical."

 

This isn't one of them though, in my opinion. Magical forcefields protecting APD detainee's is a bit too far imo.

The whole "realism" angle falls a bit flat when we have pieces of clothing that allow you to double the amount of rounds it takes to kill you. Or when jail sentences are 80 minutes for hundreds of homicides. Or the prevalence of illegal weaponry when "realistically" most people wouldn't have them. And before you start to tell me the RP behind some of these things (or straight up tell me why they have to be like that) this could easily be one of those things.

2 hours ago, Pledge said:

So if the apd officers flying the helicopter crashes and turns into a large ball of flame, the suspect would live? Also, gang mates would pick up the detainee and use them as a sheild.

Pretty sure you could still die to natural damage like that, just not bullets.

Also, report them then. You're support team, you know how to fill out a ticket. It's the same as gang mates "accidentally" killing their gang mates in restraints, except it'd be more obvious and easier to report.

2 hours ago, DANGUSDEAN said:

1. Maybe, inside HQ's the processing huts could be locked and you would have to lock pick it to get in it unless your apd. Like a car key type of thing. Every apd has "keys" and they can open doors, like gang sheds, and they can unlock it using 'u' and then it's unlocked unless they hit 'u' to lock it again. Could help especially if there's only two or maybe three cops in an HQ where 2 cops are processing.

2. Or maybe put a wall in the processing hut, like a glass window that's bulletproof. This way when they're in their they can't be harmed from someone who runs in guns blazing. 

 

 

just some ideas around this, cause I do agree that this is a problem. And you say just report them, but sometimes that doesn't help since people can't record. And sometimes you end up losing millions of dollars because of one guy who then has a 30k bounty. It's not fair to cops who might have had to work really hard to get the bounty. These are potential solutions to this problem, just on the spot idea.

Not a bad idea honestly

  • Like 1
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3 minutes ago, TheRandomOne said:

The whole "realism" angle falls a bit flat when we have pieces of clothing that allow you to double the amount of rounds it takes to kill you. Or when jail sentences are 80 minutes for hundreds of homicides. Or the prevalence of illegal weaponry when "realistically" most people wouldn't have them. And before you start to tell me the RP behind some of these things (or straight up tell me why they have to be like that) this could easily be one of those things.

Some things are the way they are because this is a game and realism isn't always the fun approach.

 

This isn't one of them, and shouldn't be.

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2 hours ago, DANGUSDEAN said:

1. Maybe, inside HQ's the processing huts could be locked and you would have to lock pick it to get in it unless your apd. Like a car key type of thing. Every apd has "keys" and they can open doors, like gang sheds, and they can unlock it using 'u' and then it's unlocked unless they hit 'u' to lock it again. Could help especially if there's only two or maybe three cops in an HQ where 2 cops are processing.

2. Or maybe put a wall in the processing hut, like a glass window that's bulletproof. This way when they're in their they can't be harmed from someone who runs in guns blazing. 

 

 

just some ideas around this, cause I do agree that this is a problem. And you say just report them, but sometimes that doesn't help since people can't record. And sometimes you end up losing millions of dollars because of one guy who then has a 30k bounty. It's not fair to cops who might have had to work really hard to get the bounty. These are potential solutions to this problem, just on the spot idea.

I like the idea of the processing huts having the option to lock the door. That could be pretty useful. The bad guys would have to use a lock pick to unlock the door of the hut then use another lock pick to unlock someone's cuffs. That way it wouldn't be a run in and run out operation If someone wanted to break their buddy out of a Police HQ.

  • Like 1
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 lol tom my boy.I think somebodies HEATED.

these guy's dont really care about getting banned on this server they main asylum and hop on here once every 5 months.

it's honestly a rarity I think it would be stupid if handcuffs were invincible takes away any challenge of getting someone processed as soon as you taze them there pretty much done if theirs allot of cops on kids need to be responsible and not let rookbangers walk in hqs. People also need to learn to stay away from bounties when there's people in hq.

I mean its blatantly obvious he was trying to kill him.

But like I said he didn't care at all that he did it, and it's a rarity. I find it kind-of funny that you guys even let him in the room.

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26 minutes ago, TheRandomOne said:

Also, report them then. You're support team, you know how to fill out a ticket. It's the same as gang mates "accidentally" killing their gang mates in restraints, except it'd be more obvious and easier to report.

Not a bad idea honestly

What if they were just carrying them and they accidentally blocked bullets, because they didnt expect you to be there....

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13 minutes ago, McDili said:

Some things are the way they are because this is a game and realism isn't always the fun approach.

 

This isn't one of them, and shouldn't be.

But....why? That's what I'm trying to get at.

For the examples I listed I agree with you completely. And on this I could go either way,though I lean towards the idea of not being able to die in cuffs.

1. Pledges concerns are easier to report than the current system.

2. Can easily be RPed 

 

You should have to provide an actual reason not just "it shouldn't be like that"

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5 minutes ago, TheRandomOne said:

But....why? That's what I'm trying to get at.

For the examples I listed I agree with you completely. And on this I could go either way,though I lean towards the idea of not being able to die in cuffs.

1. Pledges concerns are easier to report than the current system.

2. Can easily be RPed 

 

You should have to provide an actual reason not just "it shouldn't be like that"

As I said before, APD just needs to be responsible. We shouldn't just implement some magical feature like this because the APD is too irresponsible at times to neutralize the situation and keep their detainees safe.

 

For example: If you are being shot at, running over to a tazed individual to restrain him is probably not a good idea.

Example2: If you're in HQ, place them into a green hut in case a firefight breaks out.

Example3: If you a firefight breaks out, either put a gap between you and the detainee immediately, or immediately rush them behind cover.

 

If someone is restrained, their hex is gone. You can mask which vehicle they are in with some very simple coordination. They are already invincible when escorting, there's no reason to push it farther than that because at this point it's preventable. Anything that isn't preventable on APD's behalf, is reportable.

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3 hours ago, DANGUSDEAN said:

1. Maybe, inside HQ's the processing huts could be locked and you would have to lock pick it to get in it unless your apd. Like a car key type of thing. Every apd has "keys" and they can open doors, like gang sheds, and they can unlock it using 'u' and then it's unlocked unless they hit 'u' to lock it again. Could help especially if there's only two or maybe three cops in an HQ where 2 cops are processing.

giphy.gif

  • Like 3
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2 minutes ago, McDili said:

- snip -

 

13 minutes ago, TheRandomOne said:

- snip -

How about, instead of a magical feature that prevents people from being brought in, we put a logical thing in place to help prevent it.

1. A lockable door on the huts in HQ. Having a cool hut with jail bars and a computer is useless if it doesn't stop the person from being broken out. A locked door is logical because there would be one irl. Make it lockpickable, takes as much time as a car alarm and works like a car factory settings insurance, in that it may take multiple times. Throw up a notification or lark at the door for cops to know if someone's breaking in. A lot of times these things happen is because there's not enough cops on for the amount of random civs that go in. If there's five civs in Kavala and two of them are a vigi with a restrained guy and the other 3 are turning themselves in, then it's easy for one guy with a rook to sneak in and shoot the guy in custody. 

2. Or, put a bulletproof window of some sort in processing huts so the guy can't be shot through it. And, if some guys not behind the wall, and gets shot, no matter how obvious it was, it's the apd's fault for not utilizing the tools they have at their disposal.

both of these options can reduce the amount people would be breaking rules. If some guy is lock picking the door, and it opens and a guy comes in and shoots the guy, then it would be apd's fault. Obviously if they kill the cop then with no cops around at all, shoot the guy, that would be fail-rp, but otherwise, it would not be fail rp since cops had an ample amount of time to react to the situation. Just some ideas that could help reduce the amount/likelihood of a guy getting shot in cuffs at HQ.

I and others have thought this is a good idea, and I think this should be thoroughly considered as it would also make processing huts more useful, and make things more realistic.

 

Btw, I like option 1 the best.

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2 minutes ago, DANGUSDEAN said:

 

How about, instead of a magical feature that prevents people from being brought in, we put a logical thing in place to help prevent it.

1. A lockable door on the huts in HQ. Having a cool hut with jail bars and a computer is useless if it doesn't stop the person from being broken out. A locked door is logical because there would be one irl. Make it lockpickable, takes as much time as a car alarm and works like a car factory settings insurance, in that it may take multiple times. Throw up a notification or lark at the door for cops to know if someone's breaking in. A lot of times these things happen is because there's not enough cops on for the amount of random civs that go in. If there's five civs in Kavala and two of them are a vigi with a restrained guy and the other 3 are turning themselves in, then it's easy for one guy with a rook to sneak in and shoot the guy in custody. 

2. Or, put a bulletproof window of some sort in processing huts so the guy can't be shot through it. And, if some guys not behind the wall, and gets shot, no matter how obvious it was, it's the apd's fault for not utilizing the tools they have at their disposal.

both of these options can reduce the amount people would be breaking rules. If some guy is lock picking the door, and it opens and a guy comes in and shoots the guy, then it would be apd's fault. Obviously if they kill the cop then with no cops around at all, shoot the guy, that would be fail-rp, but otherwise, it would not be fail rp since cops had an ample amount of time to react to the situation. Just some ideas that could help reduce the amount/likelihood of a guy getting shot in cuffs at HQ.

I and others have thought this is a good idea, and I think this should be thoroughly considered as it would also make processing huts more useful, and make things more realistic.

 

Btw, I like option 1 the best.

I agree with the first option with the exception that the doors as like restraints, Windows key lock pick door and it unlocks the first time every time after 20-30 seconds. As an added delay

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2 minutes ago, Sociopathic said:

I agree with the first option with the exception that the doors as like restraints, Windows key lock pick door and it unlocks the first time every time after 20-30 seconds. As an added delay

I'd say 30 just cause then cops respawn if they died. Makes it a little more realistic, cops die and an alarm goes off, then backup comes. I'd say do 20 if it wasn't a guarantee open first try. Besides, it is like a vault door in some ways, like you can't just grab lockpicks and be able to open a highly secure police HQ door. You have to be good or try multiple times. Idk just an idea.

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Not really. It's quite easy if you have even 3 people. Other than Sofia HQ, every HQ you can shoot at HQ then have two people sneak up below a tower, Rudy it, and if you're not garbage you'll have a tower under control. Then one person stays in the tower, the other goes for the guy and the guy outside pushes into another position in HQ to provide cover. If there's 3 cops, one's dead, one is probably in the other tower, and one's in the hut with your friend. That one guy goes to the huts and should if he's good, be able to win the 1v1 with most likely a deputy or po. Then that guy runs your friend out and the other two bail out it the towers.

It's really not that hard. The only reason it may be more difficult is because so many cops have been on recently for those fatty promotions. lol. On a normal day, normal situation, you should easily be able to get a guy out. 

 

Also so it shouldn't be easy btw. It should require more than a rook to get someone out. It should require skill, not winging it. When has someone ever been broken out of a police HQ while in custody. Like.... never. It should be difficult, not a breeze. I should need some good tactics, and being a man down on a breakout mission requires good tactics. If some guy has to lock pick a door, then you should have the man power and supplies to be able to complete it imo.

40 minutes ago, OlympusAccount said:

I thought shooting your friend to keep him from being processed was considered an exploit? I mean, you have the video right here, why not just report it?

It's an example.

 

the number of times it happens and someone can't record, is too many to count. It happens once a day and not everyone can record. A locked door can prevent random people from getting a rook and running in with their friend at the end of the barrel. It happens far more than people realize and I think a locked door would help prevent it.

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9 minutes ago, V4GAMER said:

Wow hard to get a criminal out of police HQ after hes been detained? Wow almost like how it should be amirite...

Yup... it really shouldn't be easy. If i can break someone out of  apd custody with anything below 5.56, then something's wrong. People are broken out by pistols, that... that is real dumb. Should be hard.

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43 minutes ago, DANGUSDEAN said:

Not really. It's quite easy if you have even 3 people. Other than Sofia HQ, every HQ you can shoot at HQ then have two people sneak up below a tower, Rudy it, and if you're not garbage you'll have a tower under control. Then one person stays in the tower, the other goes for the guy and the guy outside pushes into another position in HQ to provide cover. If there's 3 cops, one's dead, one is probably in the other tower, and one's in the hut with your friend. That one guy goes to the huts and should if he's good, be able to win the 1v1 with most likely a deputy or po. Then that guy runs your friend out and the other two bail out it the towers.

It's really not that hard. The only reason it may be more difficult is because so many cops have been on recently for those fatty promotions. lol. On a normal day, normal situation, you should easily be able to get a guy out. 

 

Also so it shouldn't be easy btw. It should require more than a rook to get someone out. It should require skill, not winging it. When has someone ever been broken out of a police HQ while in custody. Like.... never. It should be difficult, not a breeze. I should need some good tactics, and being a man down on a breakout mission requires good tactics. If some guy has to lock pick a door, then you should have the man power and supplies to be able to complete it imo.

It's an example.

 

the number of times it happens and someone can't record, is too many to count. It happens once a day and not everyone can record. A locked door can prevent random people from getting a rook and running in with their friend at the end of the barrel. It happens far more than people realize and I think a locked door would help prevent it.

Try to save a 2.6 mil bounty with 6 people not in restraints with 13 cops in the HQ and have 2 sergeants on with them all re spawning every 30 seconds kill 2 cops 3 are back its fucking annoying and thats why we need HQ takeovers back

22 minutes ago, V4GAMER said:

Wow hard to get a criminal out of police HQ after hes been detained? Wow almost like how it should be amirite...

It shouldnt be easy but they dont need a room were you have to break into it. They get to spawn all over HQ and wait for it RESPAWN. Is that real amirite

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