Jail - Community Feedback 2.0

  • I initially wanted to keep the current jail layout as it is, considering it is much more controllable with the number of cops on the server.

    From my side, I think it is a bad idea to have 2 jail locations, for obvious reasons, like poor cop activity etc etc.

    But after seeing the community's response to this topic, I see that the old jail is in massive favour, and since this change is for the community, I think just going for the old jail with some changes made to mapping and the prison warden spawn, could improve the activity.

    SAES HQ and the SAES team can monitor whether the activity claims are true after its implementation of course because the old jail was just a DM fest, no one was really trying to JB.

    I think the following changes could be made to the old jail layout, as well as some changes to the prison warden spawn:

    • Allow Prison wardens to have access to a sniper rifle, to shoot down the long corridors.
    • Add some slots along that long corridor for cops to corner-shoot.
    • Marker-killing at the canteen door to be blocked off by a door.
    • Leave the stairs from the jail backyard, which can allow cops and criminals to access the visitor area. (Where the phones and the changing area is)
    • Expand the red box, to prevent criminals nading the backyard constantly, and prevent spawn-killing.
    • Re-position the vending machine to a place where cops can actually buy Energy Drinks, instead of them getting killed while in the vending machine marker OR make a rule where killing cops/criminals who are attempting to buy something from the vending machine and are in the marker cannot be DM'ed. (A rule that should be added to Bank Robberies as well imo)
    • Move the Prison Warden spawn back to the yard, while keeping roof access, as @silalius mentioned.
    • Changing the grill doors in the backyard for something more 'bullet-proof' since bullets can go through these doors and make prison wardens enter the jail with lower HP, and as soon as you enter, you get marker-killed, and make the backyard spawn more wider to allow cops and crims to move around more freely. In the spoiler below are the doors and the enclosed area I was talking about.

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    • Make the gym and canteen areas slightly smaller, so that it is possible to arrest criminals that are inside there, and so that it can become a comfortable space for cops to regroup for a rush.

    For the new jail, I would propose the following changes:

    • Make a control panel for the venting system in the cells control room, so that it is easier to open, and it is an alternative that criminals can use to escape.
    • Criminals should not be able to lose HP while they are venting.
    • Re-position the vending machine to a place where cops can actually buy Energy Drinks, instead of them getting killed while in the vending machine marker OR make a rule where killing cops/criminals who are attempting to buy something from the vending machine and are in the marker cannot be DM'ed. (A rule that should be added to Bank Robberies as well imo)
    • Move the Prison Warden spawn back to the yard, while keeping roof access, as @silalius mentioned.
    • Expand the red box, to prevent criminals from nading the backyard constantly, and prevent spawn-killing.
    • Make this path slightly longer so that there is no marker abuse from cops/crims. It will allow both sides to effectively corner-shoot. The path is shown in the spoiler below:

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    There should be strict enforcement on the marker-abuse rule by the way, especially when coming out of a marker gives protection/immunity for crims/cops. SAES should take it more seriously, and proper evidence should be given if this was to be reported.

    I know that most of my suggestions are repetitive, but they just apply to both scenarios.

    Again, this is my opinion, and it is something I have seen from responding to JB's every day.

    Regards.

  • Nano what if low star criminals get sent to PDs nearest to them and the big boys get sent to the LS jail. Maybe implement a wanted level cap as Daryl mentioned.

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  • @afufu apparently you ignored what I said completely because i just about mentioned all of this lol.

  • ??

  • You'd end up with 8 players consisting of civilians who accidentally punched a car at LVX, the new guy who got caught by 3 speed-cameras and a pickpocket in the jail for people with a low wanted level. No one would ever bother JB'ing them, since it'd go something along the lines of
    "Need jb?"
    "Nah, only 120 secs, go to the other jail where people have 400 secs"
    "Ok, see you there"

    The server is running out of active players, I know that it reaches 130-140 at times, but 30-40 of them will be sucking each other off in their bases. There simply aren't enough players to make two jails a feasible option. It could've worked during the first wave of COVID-lockdown when the server reached 300 players, but not now.
    The old jail could seem like a clusterfuck at times, but that's what the server needs. The only time I've been seeing a lot of players gathered together lately, cops and crims, is at BRs. There needs to be another way of intentionally or unintentionally teaming up with your chunks of your class, in order to reach some sort of goal other than going to BRs.

    It's also a nice way to meet new players, since you end up teaming with guys who have 10, 50 or 200 hours because you broke them out of jail. Imagine if those guys ended up in the other jail, and got left to themselves because they weren't wanted enough to get into the 'jail for all the cool kidz'

  • What had you been thinking... While you are required to keep the size of the server at a minimum, you are suggesting that it might be better to have two jails/mappings on the server. Not a wise idea if you ask me.

  • Thanks for the feedback.

    We will be putting the old jail on the server in the next few days.

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