CPC Mechanics

Joshua Jones

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#1
Arresting & Investigation, Most Wanted’s & Outlaws, Prison, CPC Outposts

This is more than one suggestion rolled into this thread. They all relate to CPC in some way, but some ideas are more inclusive of the whole game.

Arresting

This is more of a re-write up from the other thread but I wanted to put down my ideas as a fully fleshed out suggestion, as it ties in with this whole post.

Escort Version
  • Two average level officers would be the normal for taking out a average level perp
  • A really good officer would be able to solo a average to above average perp, however they may not be able to complete the arrest without back up.
    • This would be based on no additional buffs such as drugs which boost conscience
  • Upon being stunned the person will be knocked into the prone position (As seen mentioned on the Psi dev blog) without any drug boost, they will remain prone for X amount of time (eg 5 seconds) if not acted upon they will be able to stand back up and continue as normal, although slightly disoriented.
    • If not acted upon when the person gets back up they will receive a resistance boost to being stunned along with a % of their conscience back. This is to prevent stun locking a target which was beyond annoying in FoM.
  • Once the person is on the ground they can then be “arrested” they will become attached to the officer as appears in the last 30 seconds of this video (this could require an item such as handcuffs if people wanted it)()
    • While arresting a person, large weapons are restricted and a aim/recoil penalty added to small weapons such as pistols.
    • Once arrested a timer of X will start ticking. Once this timer expires the arrested person breaks free and is no longer attached to the officer.
    • The officer arresting can put down the arrested person who will remain prone, however the timer will stick tick.
    • If the person logs out they will log back in prison - If you really wanted to reduce the amount of people doing this you can add a % penalty increase for it. But seems a bit oppressive to me.
    • If the arrested person is killed he will not be arrested and instead go to cloning. CPC have to protect their prisoner
  • The arrested person must be escorted to a CPC owned building, once there the officer can detach the prisoner and begin a new shorter timer which upon completion will “vort” the prisoner to Ceres.
I know the community has been split on whether a carrying mechanic or a instant teleporting mechanic would be best, so I’ve also just wrote out a instant vorting option.

Non-Escort Version
  • After stunning the person goes prone and is disoriented
  • An arrest button with apply handcuffs which last 1 minute and keep the player in the prone position
  • Applying the arrest button again with activate an animation of the arresting officer placing a miniature teleportation device (Can be a item if people want) on the person and teleporting them away, 10-15 second animation



Most Wanted’s and Outlaws

I propose two different systems of dealing with the worst of Union society.

Most Wanteds
  • A list of appropriate scale for the population (min 10)
  • The MW players are set by the CPC HC and or Senate
  • The bounty of the MW is set and paid by the CPC.
  • Being set as MW cause pp gain to 1.5x normal gain (unsure on this)
This promotes a list of actual dangerous criminals who CPC want to stamp out, giving it a true infamy to the tital most wanted.

Outlaws
  • A list of appropriate scale for the population (min 10)
  • Set by the highest amount of PP
  • Bounty paid from their own pocket
Outlaws will now take the new role of what was originally designed for MWs. This is to punish griefers, constant gankers who just rack up their PP to huge levels. Anyone playing the game wouldn’t by hitting these kinds of levels (Unless the population base was tiny, in which case the list could be scaled further down from 10.
  • Bounties are paid out at 50% for the actual arrestor
  • The other 50% is shared among all officers in the arresters mission and those who have applied stun damage within 10 minutes of the arrest.
Now there are some additional aspects to the outlaw which i'm not entirely sure about, but i'd like to out out there for opinions.
  • Outlaws are not shown as outlaws, you'd only know by scanning them / word of mouth / some list perhaps?
  • Since outlaws are meant to be punished for being bad players. Once arrested if murdered in prison they lose a % of their uc to their murder. (Unsure if cpc should be allowed to claim this)
    • This is meant to provide a sort of activity in prison. Since you don't know out right who an outlaw is it becomes a sort of hunt. You'd still need to make a weapon to commit the deed.
    • CPC now need to maintain the peace within the prison to prevent unlawful murders.
    • Would provide a use for isolation rooms within the prison seen on the ceres v2 drawing as a safe place for outlaws. Unless a corrupt cpc is willing to let someone in.
    • Would need a cooldown to prevent abuse.



Prison

I wanted to think of ideas for prisoners to do for two reasons. First being you want people to have activities to do in prison. PP is a punishment but it shouldn’t be a “No fun zone”. Second, lets give CPC a reason to want to protect and patrol the prison. The boring “Guard the ramp/lvl3” and hope a raid happens to spice up my day needs to end.
  • Once in prison pp starts to reduce. While offline pp still reduces at 0.5x the rate.
  • PP can be reduced by mining ore
    • This ore is deposited and can be bought by corps (Gavin’s Idea)
      • Ore is random you won't know what you're getting till it's bought
      • All income goes to cpc
  • Prisoners may gamble a % of their pp or uc on activities within the prison such as
    • Dice/card minigame
    • A melee fighting square/circle/hexagon thing
    • Vehicle racing?
  • Other activities can include
    • Cooking
      • This could be expanded into drug production if the relevant materials can be found/snook in. Drugs which boost some kind of escape attribute would make it wanted.
    • Hunting outlaws
      • Would require producing weapons
    • Escaping prison
      • Would need to produce the relevant items to execute the escape plan eg, pickaxe, explosives etc
      • This again encourages patrols within the prison
      • A system of visitors coming in and trying to sneak items in.
These ideas should help people find content while in prison, and also give CPC reasons to go patrol within the walls and cause conflict.



Investigation

I was unsure on the technical/time limitations so I tried to think of a system which is basically giving the player access to simple information which the engine would be taking note of anyways.

A single scanner which can do multiple functions including:
  • Tell you who has interacted with a terminal/vg ticket machine/door terminal
  • Will be able to interact with all doorways and tell you has passed through them
  • When scanning where a player has just died it will tell you what weapon killed them.
  • The scanner will be able to lock onto footsteps and show you their path (think jackal on r6s or witcher sense on witcher 3) note when you lock onto the footsteps it blocks out other footprints to avoid the floor being crowded.
  • Scanning a player will provider more information the longer the scan continues
    • At first current PP will be shown along with confirmation of MW/Outlaw status
    • Weapons on them
      • Including the last time they were fired
    • All items including illegals
      • A bag like item can be used to hide items from a scan, but the bag will be shown on the scan
    • Last planet they were on
    • Time they vorted into the current planet.
The idea would be that you hear gun shots off in the distance and you run to find nothing but a dead body. You’d be able to scan the body, see a PP7 killed them, then follow the steps along. Checking doors as you go, you can begin to reduce the list of suspects. As you follow the steps, it may lead into a VG. You could scan the VG to see a list of people who had vorted out, and where to. Continuing the investigation if you wanted to. If you did, you could further confirm your suspects with in-depth scans to narrow down what weapons they had and when last fired.

Alternatively if the suspect had his identity hidden, by seeing where that person had vorted to, and the weapon he used you’d have some info to go on to track him down.



CPC Outposts

This section is very tied to the escort kind of arresting. Offices could still have a use with the insta-vort system, but they would become more like staging points and strongholds with minor buffs and not have the same kind of impact.
  • Arresting mechanics will force CPC to hold at least a building, or district within a colony to enforce union law.
    • Gives a feeling of the Union owning the worlds as well
  • Making buildings customizable to allow the correct terminals and aesthetics would be needed. Or an easy work around would be a single small building such as a sheriff’s office kind of size, only being able to be opened by CPC, otherwise it would be abandoned.
    • Offices are an expense, so choices have to be on which outer worlds will be provided with one
    • They can be upgraded at a cost + higher monthly expense + a maintenance fee to become
      • More secure with new barriers, turrets etc
      • Larger building
      • Faster arrests/processing times
      • Speed buffs when escorting prisoners towards the office etc.
This will make the CPC have to decide on where to allocate resources and whether it’s worth maintaining them to combat crime.

JJ
 

Cadonez

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#2
Escort sounds like a better idea to me. Rest sounds good to me.
 

John White

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#3
Why not restrict escorting officers weapons completely forcing it to be cooperative effort.
Also the timers that you mention. If officer is escorting the arrested person who is handcuffed how are they gonna break free.
What I was thinking Stun -> Down > Cuff > escort. When downed they will get up whenever their meter fills up again. Officers can cuff the downed player. If cuffed but not being escorted player can attempt to break free (This can be a mini-game?). While escorted player can't break free. Officer can switch between escorting and dropping the suspect to use weapons again, which gives suspect window to escape.
This way it becomes cooperative mode from both sides. Police need another officer defending them while escorting. Criminals need a friend to distract officers for them to break free.
I was also thinking about disarming, but that would be too OP. Maybe empty the magazine though?
 

Joshua Jones

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#4
Escort sounds like a better idea to me. Rest sounds good to me.
I personally like the sound of the escort system. Be nice to see if it works.

Why not restrict escorting officers weapons completely forcing it to be cooperative effort.
Personally I'm not a fan of forcing people to have to work together to arrest someone. I know what you're saying doesn't make it impossible, but it's borderline close to it. Let people feel like bad ass solo cops if they can manage it, it wont be easy but the best of the best will be able to pull it off, so lets reward that player skill.

Also the timers that you mention. If officer is escorting the arrested person who is handcuffed how are they gonna break free.
You kinda answer your own question here

What I was thinking Stun -> Down > Cuff > escort. When downed they will get up whenever their meter fills up again. Officers can cuff the downed player. If cuffed but not being escorted player can attempt to break free (This can be a mini-game?).While escorted player can't break free.
How does your handcuffed player escape? Could be numerous RP/Lore reasons. Lockpick, nanites, implants etc. The whole reason for a timer while being escorted is to stop game breaking abuse. "I'm going to troll as CPC and escort you all day and never arrest you, forcing you to re-log in and potential get an extra %pp penalty - if that feature was to be added).

I do like the sound of a minigame for breaking free of the cuffs. But I kept it basic to a timer to reduce the work load of Bio by wanting more features. Although it does come with the issue of you having to make the minigame hard enough so people take at least a minimum amount of time to do it, else everyone will just break out the cuffs before you can get them to the processing area.
 

John White

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#5
You kinda answer your own question here
I meant can you really pick a lock when officer actually holding you. It's like "I can see you are trying to pick a lock while I'm 0.01 meters away from you, but mechanics won't permit me to do anything about it".

And yes, I missed the possibility of infinity escort abuse. But keep in mind that this is an online game that will hopefully have number of people active in every faction at any time. So unless you are most hated person in your faction, I'm sure someone will come to save you from abusive officers.
Plus CPC themselves can discipline officers like that. And if not, government can fine for human rights violation.

going back to one of previous points of forcing people to work together, that's not necessarily what will happen. Everything I wrote compliments each other. So while officer can't defend themselves while escorting the captive, they can drop them at any time to switch to combat, giving the captive time to escape. You can still be that cool(reckless) cop that goes solo and arrests the guy.

Well anyway, these are just what I came up with. I'm not CPC and not planing on being criminal so this won't affect me much. Whatever you guys think is for the best.
 
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Joshua Jones

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#6
I meant can you really pick a lock when officer actually holding you. It's like "I can see you are trying to pick a lock while I'm 0.01 meters away from you, but mechanics won't permit me to do anything about it".

And yes, I missed the possibility of infinity escort abuse. But keep in mind that this is an online game that will hopefully have number of people active in every faction at any time. So unless you are most hated person in your faction, I'm sure someone will come to save you from abusive officers.
Plus CPC themselves can discipline officers like that. And if not, government can fine for human rights violation.

going back to one of previous points of forcing people to work together, that's not necessarily what will happen. Everything I wrote compliments each other. So while officer can't defend themselves while escorting the captive, they can drop them at any time to switch to combat, giving the captive time to escape. You can still be that cool(reckless) cop that goes solo and arrests the guy.

Well anyway, these are just what I came up with. I'm not CPC and not planing on being criminal so this won't affect me much. Whatever you guys think is for the best.
I think I get what you're saying. You'd like a system more like:

  1. Stun the person till their conscience hits 0
  2. Once their conscience hits 0 they will be forced into the prone position (Downed)
  3. From here either 2 things happen
    1. The person regains their conscience and may stand back up
    2. The officer applies cuffs to the person, putting them into a locked state
  4. The officer then may escort the person, "attaching" that person to the officer
  5. If the officer does not escort the person, or chooses to stop escorting that person at any point then the person being escorted can start to take part in a minigame.
  6. If the person can complete the minigame in time they will break from their cuffs and can stand up.
I'd still add a timer to that system to prevent abuse. Even if its set at 10 minutes. It would really depend on the penalty's or how annoying relogging would be. Even if it's just to be seen to be doing something preventive against something I fully expect to see some abuse with.

Other than that, I think that looks like an improvement to me, it would prevent people coming out of the escort phase randomly if you were being a little slower and just breaking that 5 minute timer originally stated.

I do see what you're saying, but I'd imagine they'd be a time delay between picking up and dropping someone. I think by restricting the escorter to small weapons and a much slower movement speed, you will see people dropping the person arrested of their own free will. Instead of being "forced" into dropping them. The illusion of free will makes people happy.
 

John White

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#7
...It would prevent people coming out of the escort phase randomly if you were being a little slower and just breaking that 5 minute timer originally stated.
That was my main concern when reading the proposed system. Felt unfair to loose captive based on timer that doesn't account for environmental factors. Will make officer feel that they aren't actually in control.
Maybe to give officers illusion of control there can be a quicktime event added when escorting, that will get progressively harder as longer you escort, being near impossible to complete at 10 mins, for example. This will remove that feeling of arbitrarily loosing a prisoner and make officers feel like they are themselves responsible for prisoner breaking free.
Then again that's more work for Bio.
If one wanted to add even more work for bio, you could expand on the quicktime event. Officers escorting can choose to use side arm while escorting, but it will increase the difficulty of the quicktime event. That in addition to being able to drop prisoners and use primary weapons.
Also when I imagine dropping, I think of it like a one second or less action, where officers hits back of captives knees while pushing their back with one hand and unholstering the gun with another.
 

John White

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#8
I was thinking about the prison and I thought, what if instead of making it like a zoo, make it like a safari. ( I know, I know)
Like prison colony has an entrance point which is controlled by CPC and the rest is like any other world, except it's territories can only be controlled by gangs(FoE, Synd). Prisoners can pretty much do anything on the world, except leave it. PP gain is also doubled in prison. Of course prisoners can work it off by being productive. Or they can band together make bunch of weapons and try to take over CPC outpost.
This can act as home-world of synd?

Extra ideas: Prisoners UC is set to 0 while in prison. They have to do jobs inside prison to earn some, or have someone from the outside bribe CPC to bring them some.
To work off PP prisoners need to show they are productive members of society. They can take jobs like picking trash in the colony to earn small amounts of UC and small reduction of PP. They can then use that UC to produce items that give higher UC return and greater PP reduction. They can also attempt manhunter mission to take out especially aggressive prisoners, which will only give them UC (or only reduce PP, depending on which is chosen?)(add timer so people can't farm each other)
UC can be used in various ways in the prison: Producing or buying weapons, gambling, purchasing ready materials to turn them in for PP reduction. (maybe add NPC selling those, unless it can be balanced so that players with time will make good profit in prison selling these)
Another idea is when killed in prison, prisoners will also drop UC they have. Killing in prison does give tons of PP though. Maybe dying gives small amounts of it? reasons being, if prisoner died, they likely interacted with criminal elements. (just to add to brutality of the prison)
When PP hits 0 players may choose to leave prison, they keep all their UC and items obtained in it. (maybe not items, but def UC)


I think it's a good way of filtering players. Like if you're a player who just wants to beef and gank all day, you will be put in prison and cut from rest of the game and probably inhibiting your progression, somewhat, but prison is actually where you want to be, as it centres around the content you want to consume.

I put the first pass of my thoughts here, so it's raw and likely to have some holes in it. thoughts?


EDIT: About UC set to 0 and people able to take UC earned in prison with them when they leave. If they reduced PP to 0 and left legitimate way with some UC earned it will be added to the UC they had before arrest when they go to another world. If they break out though, they will only have access to UC they earned in prison as their official accounts are still frozen.
 
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Tornadium

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#10
I would be incredibly cautious about implementing extra steps to the arrest system. The escort system just gives an abundance of time for reinforcements to arrive to free the detainee.

With crews of gankers you are literally guaranteed to never be able to arrest any target if they are even remotely competent. I mean don't get me wrong I like the idea and it fits very well into Arma 3 RP but I'm not sold on it with the whole PvP Community focus the existing community has.

CPC are already going to have their hands full, This just seems to be stacking the deck against them a little too much.
 

Tod Maddux

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#11
I'm sure they will have tons of good fighters to stop that Torn
 

Joshua Jones

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#12
God you are such a nerd JJ @Joshua Jones
I'm just making content like @Spark told me to.

I would be incredibly cautious about implementing extra steps to the arrest system. The escort system just gives an abundance of time for reinforcements to arrive to free the detainee.

With crews of gankers you are literally guaranteed to never be able to arrest any target if they are even remotely competent. I mean don't get me wrong I like the idea and it fits very well into Arma 3 RP but I'm not sold on it with the whole PvP Community focus the existing community has.

CPC are already going to have their hands full, This just seems to be stacking the deck against them a little too much.
It's why I noted down the two methods of doing it. I personally like the sound of the escort system, but how it would work out in practically I'm not sure. I can see great benefits, especially RP wise but as you've mentioned there are issues which could arise.

If CPC is going to get attacked by a crew of gankers I'd imagine CPC would go lethal anyways. Much like the police do in real life when shot at, you only arrest if it is safe to do so. In a situation where CPC doubles the amount of gankers, I think you'd be surprised at the amount of arrests which could be made. If everyone is stunning the enemy is going to get prone'd real quick, then it's just a case of "cuffing" them, then you have time to subdude the rest of them and escort them all. Only time this wouldn't work is in full out war. But in war CPC isn't going to be arrested.

I'd like to think it could work, or at least attempt it to see if it is practical. I guess it just depends if Bio wants to spend time coding something which could possible fail, or go for the tried and tested method.

I'm sure they will have tons of good fighters to stop that Torn
It's okay, we have a highly trained tactical department filled with Monol...old FoM vets who will enforce the law and lead CPC to greatness.
 

Joshua Jones

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#14
I thought the goal of the game was to make the union OP
Mate lets be honest, with me in CPC if they dont put a massive handicap on the faction I'll just win day 1. :cap:
 

Jade Star

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#16
It would be cool if after you handcuff them you also have a option to search them which gives you access to their inventory and you can confiscate any illegal items they might have. Though it might be good to have a auto in-game mail sent to you of what they took so you know if they stole anything from you, the police should be transparent after all.