I've noticed that bank robberies and casino robberies have been pretty much dead over the past few months, especially on normal weekdays. Cops are generally much more active than criminals during these days, which makes robbery situations difficult to even start, let alone turn into an actual RP scenario.
I'm not suggesting that robberies should become a guaranteed 10/10 success for criminals. There should always be a real chance for both sides to win. Cops should be able to stop the robbery, and criminals should also have a fair opportunity to successfully pull it off. That's what makes the situation interesting. But right now, both bank and casino robberies feel way too inactive, and I think one of the reasons is how quickly either side can regroup after losing someone during the robbery.
My suggestion is to introduce a short death/respawn cooldown for both cops and criminals who die during an active bank or casino robbery.
For example:
If a cop or criminal dies during an active robbery, they would have to wait around 5–10 seconds before being able to respawn.
The same would apply to both bank and casino robberies.
The cooldown would only apply when the death happens during the active robbery, not during normal situations.
The purpose isn't to nerf either side or give one team an advantage. It's simply to create some breathing room and make the situation more dynamic.
From an RP perspective, I think it could make the situation feel much more natural too. If someone gets taken down during a robbery, they shouldn't be able to almost instantly come back into the same situation as if nothing happened. A small delay gives the remaining players time to react, make decisions, negotiate, reposition, or potentially finish the robbery instead of turning it into an endless kill → respawn → return → repeat cycle.
Since the bank robbery itself only takes around 5 minutes to complete, I don't think the cooldown needs to be too long either. The settings could always be adjusted depending on the situation. For example, the cooldown could scale with the number of active cops — maybe it only starts applying when there are more than 8 cops active, with an additional second added for every few extra cops. Something like 5 seconds with 8–12 cops, 7 seconds with 13–16 cops, and 10 seconds with 17+ cops could be tested. These numbers are obviously just examples, and the system could always be adjusted after seeing how it affects the actual gameplay.
This could also work both ways. If a criminal dies during the robbery, they shouldn't be able to instantly return and continue fighting either. That way, neither side is being directly buffed or nerfed — we're simply giving the players who are still alive a little bit of breathing room to actually play out the situation.
Again, I'm not asking for criminals to have an advantage or for robberies to become easy money. The goal is simply to bring life back to bank and casino robberies, especially during weekdays when criminal activity is already much lower than police activity.
At the end of the day, the numbers, conditions, and scaling can always be adjusted after seeing how the system works in practice. The main idea is to give both sides some actual breathing room and make robberies feel like proper RP situations again rather than something that is basically dead unless it's the weekend..
Would be interested to hear what others think about this.
Question
JoseFrags
BRS & CRS — Reviving Criminal Activity
I've noticed that bank robberies and casino robberies have been pretty much dead over the past few months, especially on normal weekdays. Cops are generally much more active than criminals during these days, which makes robbery situations difficult to even start, let alone turn into an actual RP scenario.
I'm not suggesting that robberies should become a guaranteed 10/10 success for criminals. There should always be a real chance for both sides to win. Cops should be able to stop the robbery, and criminals should also have a fair opportunity to successfully pull it off. That's what makes the situation interesting. But right now, both bank and casino robberies feel way too inactive, and I think one of the reasons is how quickly either side can regroup after losing someone during the robbery.
My suggestion is to introduce a short death/respawn cooldown for both cops and criminals who die during an active bank or casino robbery.
For example:
If a cop or criminal dies during an active robbery, they would have to wait around 5–10 seconds before being able to respawn.
The same would apply to both bank and casino robberies.
The cooldown would only apply when the death happens during the active robbery, not during normal situations.
The purpose isn't to nerf either side or give one team an advantage. It's simply to create some breathing room and make the situation more dynamic.
From an RP perspective, I think it could make the situation feel much more natural too. If someone gets taken down during a robbery, they shouldn't be able to almost instantly come back into the same situation as if nothing happened. A small delay gives the remaining players time to react, make decisions, negotiate, reposition, or potentially finish the robbery instead of turning it into an endless kill → respawn → return → repeat cycle.
Since the bank robbery itself only takes around 5 minutes to complete, I don't think the cooldown needs to be too long either. The settings could always be adjusted depending on the situation. For example, the cooldown could scale with the number of active cops — maybe it only starts applying when there are more than 8 cops active, with an additional second added for every few extra cops. Something like 5 seconds with 8–12 cops, 7 seconds with 13–16 cops, and 10 seconds with 17+ cops could be tested. These numbers are obviously just examples, and the system could always be adjusted after seeing how it affects the actual gameplay.
This could also work both ways. If a criminal dies during the robbery, they shouldn't be able to instantly return and continue fighting either. That way, neither side is being directly buffed or nerfed — we're simply giving the players who are still alive a little bit of breathing room to actually play out the situation.
Again, I'm not asking for criminals to have an advantage or for robberies to become easy money. The goal is simply to bring life back to bank and casino robberies, especially during weekdays when criminal activity is already much lower than police activity.
At the end of the day, the numbers, conditions, and scaling can always be adjusted after seeing how the system works in practice. The main idea is to give both sides some actual breathing room and make robberies feel like proper RP situations again rather than something that is basically dead unless it's the weekend..
Would be interested to hear what others think about this.
Edited by JoseFrags0 answers to this question
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