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Updating the county jail rules


TpRoll

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1) The current county jail rules limit roleplay by not accounting for different types of roleplay that goes on behind bars. This makes roleplaying a faction in the county jail very difficult as we have to wait until a certain number of deputies are online and usually during these scarce times the guards already have activities planned that a car removal/killing/brawl will interrupt. 

 

2) It is against the rules to force someone to roll up and leave the pod unless there's three guards on duty, even if it's within a faction. Three guards are rarely ever online in jail, and makes this sort of self-regulating roleplay an iffy thing, causing people to have to interact ICly with people who at that point in time realistically would be getting car removed and PC'd up. This is one of the only ways we can regulate the people that interact with us and the sherrif's deputies in the prison if their quality is not up to par. 

A car-removal should only require one online guard to perform, as that is all that is necessary given the current state of CO activity in jail, to properly roleplay the incident. Car removals are not fatal, unless accidental. They're usually a two on one in plain view of the guards, resulting in the assaulted inmate being rolled out of the pod and taken to PC. Other inmates from other cars are told that it's about to go down and are aware not to jump in or even look in the direction of the removal. A guard could use a tazer, LTL weapons, or pepper spray to subdue the prisoners who are not aiming to kill the person getting removed. 

 

3) Noob inmates tend to hide behind a PK to excuse their poor roleplay, for example members of illegal factions have refused to give up their papers to the people checking them in, disrespected them, and then started fights. This usually results in those inmates being killed and just logging for the rest of their sentence or respawning, which is even more immersion breaking. We don't have a choice whether we want to avoid these inmates or not, we have to roleplay with them. There should be a message when you first enter the jail simply stating that a lack of fear RP should result in an immediate CK once the consequences are dealt out, and the message should be enforced. I haven't seen a single fear RP CK during my time in the county jail. If the inmate is afraid of losing their life they always have the option of going to a guard and expressing their concern and they'll be taken into Protective Custody. A car removal is in house cleanup, the inmate gets beat up in front of guards and is forced to PC up. it's usually done when an inmate fucks up hard or they disrespect the politicks.

 

4) The addition of a SNY (Sensitive needs yard) where prisoners that require protective custody are sent to. 

 

5) A script message (Like a CIM) that just shoes up when someone uses the /arrestcounty command on you that explains you'd be given a bedroll, toilet paper, and everything else that comes with the welcome package. 

 

6) Add mandatory OOC sentences for crimes -  hours to serve before you can be released. As it stands people don't have to roleplay in jail whatsoever to complete their sentences, they can change character and this creates an enviroment where only the most dedicated jail roleplayers are active, and if their timezones don't line up then jail is completely inactive. I've heard suggestions for a percentage of a sentence made before but this doesn't really make sense, because 30% of a twenty day sentence is 144 hours which is ridiculously long. OOC sentence times should be reworked to more reasonable amounts, in the fifteen to thirty hour range instead of days, but this time would have to be in game.

 

7) Remove the x3 reward for roleplaying in jail to go along with suggestion #6. 

 

8) Inmate numbers. 

 

Edited by TpRoll
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Completely agree with this.

 

A SNY pod should also be created as well now that the jail interior is sufficiently large enough to support it where role-players who aren't adept enough or characters who face IC consequences of their actions can truly be 'rolled up' off the active GP pods, thereby increasing overall quality. It could be implemented pretty easily script-wise in it's own dimension and it would function as just an extra set of cells to put people who aren't suitable for the mainline.

Edited by Thimble
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