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Reworking the Alarm System and Burglaries


Bospy

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UPDATED IDEA WORK IN PROGRESS - ALARM/BURGLARY SCRIPT V2 UTILIZING ZAXER'S IDEAS

 

 

@zaXer.'s contribution to the thread has contributed greatly - we should incorporate security entities into this script, and it has a chance to create a new line of roleplay for in-game companies like Gruppe 6 or other private security firms.

 

Zaxer's idea for a new alarm system is as below:

 

Quote

- Script in a way to arm/disarm your alarm using your keypad (and a 4/6 digit PIN-code). Anyone you share this PIN code with, they can disarm your alarm. 3 errors send a notification to the security firm of possible malicious attempts.

- Script in a way to add a 'holdup code'. This is a code that works same as your PIN - it deactivates your alarm HOWEVER sends a silent trigger to the security firm that you are being held up and forced to disarm the alarm. This is also one small condition within the 'false positives' because people sometimes forget which code they had to use.

- Add in 'signal jammers' to disable the alarm signal. More on this later in the 'alarm configurations' below.

- Have an actual working security firm script

 

 

 

 

False Positives

 

Occasionally, IFM may trigger false positives. In real life, alarm systems are not 100% reliable - much the same way that current fires work, we will trip alarms to keep law enforcement on their feet and react realistically to alarm systems. At the moment, any house alarm brings an entire combat force. If we trip many false positives, a more realistic number of officers will respond. Usually, only one officer is sent to a house alarm in real life.

 

The command to trip a false-positive alarm shall be /falsepositivealarm.

 

See @zaXer.'s idea on this below:

 

Quote

Alarm false positives
There should be a % chance of your property emitting a false positive alarm.  This % would change to higher during rain and other bad weather conditions, and during heavy storms, it should spike up to almost 70% or more for properties equipped with glass sensors. There should be a 1-minute "cycle" period, during which those 70% would apply - there'd be a 70% chance that during this 1 "cycle", the alarm activates (given the weather suits for such % or less ,depending on discussion at a later point). During normal weather and times, the % of having a false alarm should be kept fairly low, however - the more 'upgrades' your property has, the higher chances you get a false positive. The 1-minute "cycle' period should apply for jammers too. If you jammed the property 30 seconds before the 'cycle' period, you earn 30 seconds before the alarm activation begins (+30 seconds if the house only has motion sensors). If you jammed the property right after one 'cycle', you'd earn 60 seconds. If you jam it just before a cycle, you'll earn just 5 seconds bonus.

Of course all of those % i'm talking here are just as examples. We should aim that the % of false positives in the server to be above 90%. This would have everyone who is tasked to deal with alarms to be "meh" whenever they see an alarm and treat it as something petty and 'just another false positive'. This is what will earn even more extra time to burglars.

 

Houses With No Alarms (same as before)

Houses with no alarms will be commonplace, but probably less so than usual.

 

On entry into a house with no alarms, a player receives the following notice.

"There is no alarm panel. The occupants of the house have taken minimal effort to reinforce the house's security. However, neighbors may note the presence of intruders dependent upon the proximity of the house to other buildings, so caution is always advised."

 

Alarm Fees

A security company must install the alarm package.

 

Purchasing an alarm automatically signs you up for a contract with a security company of your choosing. This will be presented to you at the "alarm spot." The alarm company will contact you in-game to settle the issue.

 

Personally, my idea for this is based off of one of Zaxer's comments: the cost of your alarm fee per paycheck shall be based on who you have linked your contract to. You can link your contract to a security company for cheaper, so that organizations like Gruppe 6 respond to the alarm. OR you can link it to the Police, but this will be considerably more expensive since false positives may become more common with this script. Or, perhaps with both, a combination of charges. 

 

However, Zaxer wants to have alarm fees be purely an IC issue and allow alarm companies to set contracts and handle them on their own terms. 

 

Zaxer proposes that an alarm company utilize two commands when the contract begins: /enableresponse [address] for when the contract has begun. If the terms of the contract are not met, /disableresponse [address] shall be used.

 

See @zaXer.'s idea on these here:

 

Quote

Alarms should not be charged per paycheck. One property owner who logged in for 2 hours this week and another who has been online for 40 hours receive essentialy the same service throughout the week, however one has paid much more than the rest. Law enforcement and private companies should privately control how, when and how much to charge their clients. Add in a command to "enable" an address for your firm - "/attachalarm 21 Procopio Drive", which would activate the property to send information to your company/department. Implement "/detachalarm 21 Procopio Drive" to detach the property if they stop paying their fees, cancellation, etc. There are cases where one property sends signals to few different copmanies / agencies, making it possible to hire 2 companies, or to have 1 department and 1 company responding, or any other mix. All alarms should have the option to send a notification to the owner free of charge (or with a funny sum every paycheck, that would replicate you paying for sim card data usage.)

 

 

 

Basic Alarm Box

Basic alarms are for cheap houses and apartments. You will buy one of these if you're protecting goods inside of your apartment. A jammer will foil this alarm if it is jammed before the 30 second timer has ended.

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Basic Alarm (Security Company Response Only) - 500 per paycheck

Basic Alarm (Police Response) - 1000 per paycheck

Basic Alarm (All Respond) - 1500 per paycheck

 

On entry into a house with a basic alarm, a player receives the following notice.

 

(The alarm will appear ACTIVE if it has been tripped.)

"There is an alarm panel on the wall. The current status of the alarm is [ACTIVE/INACTIVE]. The house's windows have hard security measures making it slightly harder to break in to, such as bars. The locks to the external doors are also harder to lockpick. One to two rooms in the house require a key or must be lockpicked."

 

Quote

Basic Alarm Box (which would portray having the alarm basic equipment such as the transmitter, actual alarm hardware, etc) - This would only enable you to have a 'keypad' unlock system and basically just control access through your door. The only thing that would be able to trigger that alarm is opening the door and not typing in the password after "30 second wait period" or typing in the wrong password 3 times, OR using the 'holdup code'.

 

Basically, anyone entering the house, including the owner, MUST enter a code into the alarm box here. By default, the alarm box is NOT armed. The home owner must arm the alarm box if they want it to work, but in doing so must remember their passcode. This alarm wouldn't activate if someone broke through a window, it only activates if a door opens. An intruder can enter the house and move around without worry.

 

Basic Alarm Upgrades - Alarm Motion Sensor and Vibration Sensor (bundled)

Quote

This would be an 'upgrade' to the alarm box, which would make the alarm activate for all of the above, plus people walking around the house, which would be caught by those motion sensors. The "30 second wait period" applies here.

Quote

Alarm Vibration Sensor (glass sensor, etc) - this would be yet another 'upgrade' to the alarm box which would make the alarm trigger with no waiting period (at least in real life) upon heavy glass vibration or breakage (of course we cannot really control "vibration" and other stuff IG, so we'd keep this to breakage only). This could be obtained only via contacting a security firm with them in stock.

Basically, a more technically advanced version of the basic alarm. This activates if any movement is detected in the house (with a 30 second grace period) or IMMEDIATELY if glass has broken. A jammer can be used to stifle an alarm once activated, but the initial signal was still sent.

 

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Basic Alarm Upgraded (Security Company Response Only) - 700 per paycheck

Basic Alarm Upgraded (Police Response) - 1300 per paycheck

Basic Alarm Upgraded (All Respond) - 1800 per paycheck

 

Advanced Alarm Boxes

Technical alarms are for high-end apartments and houses in expensive parts of the city. You will buy one of these if you're protecting more than just run of the mill goods or you care about your personal security. @zaXer. envisions this as still being able to be jammed, but it would emit a "no signal" status every 60 seconds until the jammer is removed, alerting police or security about the status of the alarm.

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Advanced Alarm (Security Company Response Only) - 1000 per paycheck

Advanced Alarm (Police Response) - 2000 per paycheck

Advanced Alarm (All Respond) - 3000 per paycheck

 

On entry into a house with a technical alarm, a player receives the following notice.

 

"There is an alarm panel on the wall. The status is unknown, the alarm appears to be advanced. Any burglar would do well to be cautious in this house, as there are signs the windows are shatter-proof from most blunt weapons and the locks are advanced. There may be cameras in the house recording your movement (if mapped in.)"

 

Quote

Alarm Box Superior (?) - A more modern variant of the normal alarm box, which can only be sourced at security companies stocked with them. This version has the same features as the normal one, however it cannot be jammed. (it can, but it would emit a 'property alarm no signal" alert to the security firm. During this "jamming" period, the alarm would not be able to send any information (panic buttons, motion sensor activations, etc - nothing. The security firm would receive no information what happens at all, leaving it mystery to be found by the unit who arrives.) Continuous jamming of the property should emit a 'property alarm no signal' status every 60 seconds, until the jammer is gone. Keeping in mind jammers would jam houses nearby as well (if jamming a house in mirror park for example, a few properties would jam at once, considering they are nearby each other and all meet the criteria of having the better 'security box'. This crates havoc in the responding party and makes them unsure where to go first. Jamming an alarm which only has 'notify owner' selected but no police/security firm, should still be successful, despite having the more expensive 'box'.This is based simply because the 'no signal' response is software generated, and you as a private person wouldnt run a whole server just to send signals back and forth from your house...

 

High Security Alarms and Hard Security

 

Property management should be able to equip certain buildings, such as businesses, with alarms that activate immediately and solely inform police if they're broken into. This would apply for government buildings, high-end businesses, and other areas.

 

Alarm Jammers (work in progress)

 

Alarm jammers are electronic items that will catch the signal emitted by an alarm. Some alarms, such as advanced alarms, will emit a "NO SIGNAL" alert. An alarm jammer can be used prior to the alarm's activation to delay the alarm's activation. An alarm jammer can be used DURING an alarm's activation to remove the alarm's signal from GPS on the map and it will stop the actual blaring inside and outside, although in a police officer or security guard's message box they will still have a message saying "Property alarm detected at X address." If it's an advanced alarm, they will instead receive a "NO SIGNAL DETECTED from X ADDRESS" with a GPS notification.

 

The jammer will stop the alarm's siren at all times. More advanced jammers will trigger alarms at several houses (idk how this functionality could be scripted in).

 

Improvised Jammers ($20,000) - jams a basic alarm completely if done before the alarm goes off, jams any other alarm for 2 minutes

Basic Jammers ($50,000) - same as before r.e. basic alarms, jams any other alarm for 5 minutes

Industrial Jammer ($100,000) - same, jams an alarm for 10 minutes

 

 

Edited by Bospy
  • Upvote 3
Link to comment
29 minutes ago, Bospy said:

UPDATED IDEA WORK IN PROGRESS - ALARM/BURGLARY SCRIPT V2 UTILIZING ZAXER'S IDEAS

 

 

@zaXer.'s contribution to the thread has contributed greatly - we should incorporate security entities into this script, and it has a chance to create a new line of roleplay for in-game companies like Gruppe 6 or other private security firms.

 

Zaxer's idea for a new alarm system is as below:

 

 

 

 

 

False Positives

 

Occasionally, IFM may trigger false positives. In real life, alarm systems are not 100% reliable - much the same way that current fires work, we will trip alarms to keep law enforcement on their feet and react realistically to alarm systems. At the moment, any house alarm brings an entire combat force. If we trip many false positives, a more realistic number of officers will respond. Usually, only one officer is sent to a house alarm in real life.

 

The command to trip a false-positive alarm shall be /falsepositivealarm.

 

See @zaXer.'s idea on this below:

 

 

Houses With No Alarms (same as before)

Houses with no alarms will be commonplace, but probably less so than usual.

 

On entry into a house with no alarms, a player receives the following notice.

"There is no alarm panel. The occupants of the house have taken minimal effort to reinforce the house's security. However, neighbors may note the presence of intruders dependent upon the proximity of the house to other buildings, so caution is always advised."

 

Alarm Fees

A security company must install the alarm package.

 

Purchasing an alarm automatically signs you up for a contract with a security company of your choosing. This will be presented to you at the "alarm spot." The alarm company will contact you in-game to settle the issue.

 

Personally, my idea for this is based off of one of Zaxer's comments: the cost of your alarm fee per paycheck shall be based on who you have linked your contract to. You can link your contract to a security company for cheaper, so that organizations like Gruppe 6 respond to the alarm. OR you can link it to the Police, but this will be considerably more expensive since false positives may become more common with this script. Or, perhaps with both, a combination of charges. 

 

However, Zaxer wants to have alarm fees be purely an IC issue and allow alarm companies to set contracts and handle them on their own terms. 

 

Zaxer proposes that an alarm company utilize two commands when the contract begins: /enableresponse [address] for when the contract has begun. If the terms of the contract are not met, /disableresponse [address] shall be used.

 

See @zaXer.'s idea on these here:

 

 

 

 

Basic Alarm Box

Basic alarms are for cheap houses and apartments. You will buy one of these if you're protecting goods inside of your apartment. A jammer will foil this alarm if it is jammed before the 30 second timer has ended.

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Basic Alarm (Security Company Response Only) - 500 per paycheck

Basic Alarm (Police Response) - 1000 per paycheck

Basic Alarm (All Respond) - 1500 per paycheck

 

On entry into a house with a basic alarm, a player receives the following notice.

 

(The alarm will appear ACTIVE if it has been tripped.)

"There is an alarm panel on the wall. The current status of the alarm is [ACTIVE/INACTIVE]. The house's windows have hard security measures making it slightly harder to break in to, such as bars. The locks to the external doors are also harder to lockpick. One to two rooms in the house require a key or must be lockpicked."

 

 

Basically, anyone entering the house, including the owner, MUST enter a code into the alarm box here. By default, the alarm box is NOT armed. The home owner must arm the alarm box if they want it to work, but in doing so must remember their passcode. This alarm wouldn't activate if someone broke through a window, it only activates if a door opens. An intruder can enter the house and move around without worry.

 

Basic Alarm Upgrades - Alarm Motion Sensor and Vibration Sensor (bundled)

Basically, a more technically advanced version of the basic alarm. This activates if any movement is detected in the house (with a 30 second grace period) or IMMEDIATELY if glass has broken. A jammer can be used to stifle an alarm once activated, but the initial signal was still sent.

 

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Basic Alarm Upgraded (Security Company Response Only) - 700 per paycheck

Basic Alarm Upgraded (Police Response) - 1300 per paycheck

Basic Alarm Upgraded (All Respond) - 1800 per paycheck

 

Advanced Alarm Boxes

Technical alarms are for high-end apartments and houses in expensive parts of the city. You will buy one of these if you're protecting more than just run of the mill goods or you care about your personal security. @zaXer. envisions this as still being able to be jammed, but it would emit a "no signal" status every 60 seconds until the jammer is removed, alerting police or security about the status of the alarm.

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Advanced Alarm (Security Company Response Only) - 1000 per paycheck

Advanced Alarm (Police Response) - 2000 per paycheck

Advanced Alarm (All Respond) - 3000 per paycheck

 

On entry into a house with a technical alarm, a player receives the following notice.

 

"There is an alarm panel on the wall. The status is unknown, the alarm appears to be advanced. Any burglar would do well to be cautious in this house, as there are signs the windows are shatter-proof from most blunt weapons and the locks are advanced. There may be cameras in the house recording your movement (if mapped in.)"

 

 

High Security Alarms and Hard Security

 

Property management should be able to equip certain buildings, such as businesses, with alarms that activate immediately and solely inform police if they're broken into. This would apply for government buildings, high-end businesses, and other areas.

 

Alarm Jammers (work in progress)

 

Alarm jammers are electronic items that will catch the signal emitted by an alarm. Some alarms, such as advanced alarms, will emit a "NO SIGNAL" alert. An alarm jammer can be used prior to the alarm's activation to delay the alarm's activation. An alarm jammer can be used DURING an alarm's activation to remove the alarm's signal from GPS on the map and it will stop the actual blaring inside and outside, although in a police officer or security guard's message box they will still have a message saying "Property alarm detected at X address." If it's an advanced alarm, they will instead receive a "NO SIGNAL DETECTED from X ADDRESS" with a GPS notification.

 

The jammer will stop the alarm's siren at all times. More advanced jammers will trigger alarms at several houses (idk how this functionality could be scripted in).

 

Improvised Jammers ($20,000) - jams a basic alarm completely if done before the alarm goes off, jams any other alarm for 2 minutes

Basic Jammers ($50,000) - same as before r.e. basic alarms, jams any other alarm for 5 minutes

Industrial Jammer ($100,000) - same, jams an alarm for 10 minutes

 

 

YES

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3 hours ago, Bospy said:

 

I think ideally a combination of my idea with @zaXer.'s post would be a great rework for the burglary system presented here. I'll try and compile a big post with the two ideas combined and present it.

Did you see @Keane’s post? Definitely need to consider those pointe as well. 

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Not entirely sure I understand the proposed payment scheme. Per paycheck is per hour supposedly? That would make alarms cost more than people get income and force them to work script jobs to pay for security or just eat through their assets until they go into debt. It sounds like this system heavily disadvantages people who can’t play/grind as much. Please do correct me if I’m wrong here.

 

Other than that, this seems like a security (for lack of a better word) fetish from someone involved in that area of roleplay and, while extremely detailed, likely due to realism, needlessly complicated and as mentioned, from what I read in Bospy’s post, too expensive.

Link to comment
1 hour ago, Bospy said:

UPDATED IDEA WORK IN PROGRESS - ALARM/BURGLARY SCRIPT V2 UTILIZING ZAXER'S IDEAS

 

 

@zaXer.'s contribution to the thread has contributed greatly - we should incorporate security entities into this script, and it has a chance to create a new line of roleplay for in-game companies like Gruppe 6 or other private security firms.

 

Zaxer's idea for a new alarm system is as below:

 

 

 

 

 

False Positives

 

Occasionally, IFM may trigger false positives. In real life, alarm systems are not 100% reliable - much the same way that current fires work, we will trip alarms to keep law enforcement on their feet and react realistically to alarm systems. At the moment, any house alarm brings an entire combat force. If we trip many false positives, a more realistic number of officers will respond. Usually, only one officer is sent to a house alarm in real life.

 

The command to trip a false-positive alarm shall be /falsepositivealarm.

 

See @zaXer.'s idea on this below:

 

 

Houses With No Alarms (same as before)

Houses with no alarms will be commonplace, but probably less so than usual.

 

On entry into a house with no alarms, a player receives the following notice.

"There is no alarm panel. The occupants of the house have taken minimal effort to reinforce the house's security. However, neighbors may note the presence of intruders dependent upon the proximity of the house to other buildings, so caution is always advised."

 

Alarm Fees

A security company must install the alarm package.

 

Purchasing an alarm automatically signs you up for a contract with a security company of your choosing. This will be presented to you at the "alarm spot." The alarm company will contact you in-game to settle the issue.

 

Personally, my idea for this is based off of one of Zaxer's comments: the cost of your alarm fee per paycheck shall be based on who you have linked your contract to. You can link your contract to a security company for cheaper, so that organizations like Gruppe 6 respond to the alarm. OR you can link it to the Police, but this will be considerably more expensive since false positives may become more common with this script. Or, perhaps with both, a combination of charges. 

 

However, Zaxer wants to have alarm fees be purely an IC issue and allow alarm companies to set contracts and handle them on their own terms. 

 

Zaxer proposes that an alarm company utilize two commands when the contract begins: /enableresponse [address] for when the contract has begun. If the terms of the contract are not met, /disableresponse [address] shall be used.

 

See @zaXer.'s idea on these here:

 

 

 

 

Basic Alarm Box

Basic alarms are for cheap houses and apartments. You will buy one of these if you're protecting goods inside of your apartment. A jammer will foil this alarm if it is jammed before the 30 second timer has ended.

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Basic Alarm (Security Company Response Only) - 500 per paycheck

Basic Alarm (Police Response) - 1000 per paycheck

Basic Alarm (All Respond) - 1500 per paycheck

 

On entry into a house with a basic alarm, a player receives the following notice.

 

(The alarm will appear ACTIVE if it has been tripped.)

"There is an alarm panel on the wall. The current status of the alarm is [ACTIVE/INACTIVE]. The house's windows have hard security measures making it slightly harder to break in to, such as bars. The locks to the external doors are also harder to lockpick. One to two rooms in the house require a key or must be lockpicked."

 

 

Basically, anyone entering the house, including the owner, MUST enter a code into the alarm box here. By default, the alarm box is NOT armed. The home owner must arm the alarm box if they want it to work, but in doing so must remember their passcode. This alarm wouldn't activate if someone broke through a window, it only activates if a door opens. An intruder can enter the house and move around without worry.

 

Basic Alarm Upgrades - Alarm Motion Sensor and Vibration Sensor (bundled)

Basically, a more technically advanced version of the basic alarm. This activates if any movement is detected in the house (with a 30 second grace period) or IMMEDIATELY if glass has broken. A jammer can be used to stifle an alarm once activated, but the initial signal was still sent.

 

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Basic Alarm Upgraded (Security Company Response Only) - 700 per paycheck

Basic Alarm Upgraded (Police Response) - 1300 per paycheck

Basic Alarm Upgraded (All Respond) - 1800 per paycheck

 

Advanced Alarm Boxes

Technical alarms are for high-end apartments and houses in expensive parts of the city. You will buy one of these if you're protecting more than just run of the mill goods or you care about your personal security. @zaXer. envisions this as still being able to be jammed, but it would emit a "no signal" status every 60 seconds until the jammer is removed, alerting police or security about the status of the alarm.

 

An envisioned contract (per paycheck) IF WE DO NOT USE ZAXER'S SYSTEM

 

Advanced Alarm (Security Company Response Only) - 1000 per paycheck

Advanced Alarm (Police Response) - 2000 per paycheck

Advanced Alarm (All Respond) - 3000 per paycheck

 

On entry into a house with a technical alarm, a player receives the following notice.

 

"There is an alarm panel on the wall. The status is unknown, the alarm appears to be advanced. Any burglar would do well to be cautious in this house, as there are signs the windows are shatter-proof from most blunt weapons and the locks are advanced. There may be cameras in the house recording your movement (if mapped in.)"

 

 

High Security Alarms and Hard Security

 

Property management should be able to equip certain buildings, such as businesses, with alarms that activate immediately and solely inform police if they're broken into. This would apply for government buildings, high-end businesses, and other areas.

 

Alarm Jammers (work in progress)

 

Alarm jammers are electronic items that will catch the signal emitted by an alarm. Some alarms, such as advanced alarms, will emit a "NO SIGNAL" alert. An alarm jammer can be used prior to the alarm's activation to delay the alarm's activation. An alarm jammer can be used DURING an alarm's activation to remove the alarm's signal from GPS on the map and it will stop the actual blaring inside and outside, although in a police officer or security guard's message box they will still have a message saying "Property alarm detected at X address." If it's an advanced alarm, they will instead receive a "NO SIGNAL DETECTED from X ADDRESS" with a GPS notification.

 

The jammer will stop the alarm's siren at all times. More advanced jammers will trigger alarms at several houses (idk how this functionality could be scripted in).

 

Improvised Jammers ($20,000) - jams a basic alarm completely if done before the alarm goes off, jams any other alarm for 2 minutes

Basic Jammers ($50,000) - same as before r.e. basic alarms, jams any other alarm for 5 minutes

Industrial Jammer ($100,000) - same, jams an alarm for 10 minutes

 

 

I think THIS ^^^ is absolutely the step in the right direction. As for paycheck payments? I know Nervous previously mentioned weekly or monthly property taxes, I feel like that would better suit this payment to make it more balanced, every hour over a thousand or more seems a bit much but that may just be me. However if property taxes on a weekly/monthly basis are already going to become a thing, it would make more sense to bunch it up with property costs rather than the hourly paycheck.

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HELL YEAH, that's so good and will bring so much possibilities for people where actual roleplay can be rewarded and not cut off cause a ran down house out in the county has an alarm that even high tech security companies don't have!!! 


+1 


Bospy King. 

  • Upvote 1
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29 minutes ago, Triple Seven said:

Sidenote: People seem to forget that unrealistic crime rates come with unrealistic countermeasures such as high-end alarms on properties that wouldn't usually need them. It's difficult to support a suggestion that doesn't take that into account and mitigates for it.

Unrealistic crime rate? 90% of the breakin attempts end up with the people going to jail or a wild chase with the cops making the scene even more unrealistic. IRL most burglaries are left unsolved... 

 

HuuSPZw.png

 

Look at that for a second, think on how many burglaries are happening in game. Not as much, people are afraid of doing them! And if they do? They butcher the RP in the sake of getting away from cops that are coming in waves like the fucking horde. For a alarm that might be a false one - just like Bospy said... usual IRL practise is to send a single officer to check on the alarm or a "Security" if the "hood" is rich. And it is unrealistic for a house that looks almost ran down or abandoned to have an alarm that will silently inform the cops for 5 minutes before it alarms you. Just not the way it is man.

 

If you have concerns with that system share them, don't just say - "oh unrealistic crime rates, unrealistic measures - no support" If you have opinion give it out, it will be way more helpful than what you just wrote. 

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