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OTA should count to /checkcrime limits

  • Thread starter Thread starter Deleted member 2717
  • Start date Start date
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Deleted member 2717

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Considering, at the moment, if enough OTA deploy (who share CP whitelists) then /checkcrime will be disabled, negating the ability for rebels to actually attack the OTA, should they wish. I feel this is rather silly.
 
check crime do not workie (more cp inside) I agree though1679760830434.png
 
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check crime do not workie (more cp inside) I agree though
1679760830434.png
it says there are enough, wdym it doesn't work?
 
ok so let's say there's 6 OTA online and 0 cops because there's some loyalist event or idk.

now rebels decide to hold someone at gunpoint in victory. after all, cops are nowhere to be seen and /checkcrime says i can commit crime, so it sounds like a golden opportunity.

and before you know it, you and your weak little scrap pistol are surrounded by an entire OTA squad. glhf

this applies to every crime now btw. good luck fighting off a bunch of OTA soldiers instead of some lowly i5 whenever you dare commit a crime...
 
I agree. Maybe if they can make it just grunts count because neonity partly has a point. I see the grunts by the checkpoint with like 4 or 3 other CPs on. Like I rather them flag on cop or just count towards checkcrime.
 
yeah the ccg should also count towards /checkcrime I think
 
ok sure, but also have them count towards /checkcrime i think
They won't respond to anything. They only protect assets. They wouldn't care if the whole CP force died in front of them. Aren't cops at all. OTA will blasted you if you do something like that.
 
Salty is actually right im one of the CCG leads along with the other OAA and the 2 OTA leads, the CCG cannot engage in police activity, all they do is protect assets such as loyalists. They are not equipped to nor would they even remotely care about rebels unless they're targeting the asset they protect.
 
okay that's fair but they're also combine with gun so they should count to /checkcrime
 
okay that's fair but they're also combine with gun so they should count to /checkcrime
Checkcrime is for those who actually respond to crime, CCG do not do that, they literally cant even leave the presence of their asset or nexus without an asset. They will not engage rebels unless engaged themselves. And even then, they really have no reason in a million years to contribute to /checkcrime. Because they also follow the same self defense rules at all times, just like rebels do with low pop. To clarify, if a CP attacks you when there's not enough CP's on to do crime, you can actually defend yourself and take them out. And unless that's changed, (Far as i know it hasn't) CCG follows the same rules, if they're attacked they can defend themselves from CP's OTA or rebels. As they're literally just loyalist citizens HIGHLY loyal and trained, to protect the assets.
 
I think the reason is balance, BUT FOR YOUR SAFETY, not theirs. And Neon makes that clear here.

It's not fair to you, the guy who wants to commit crime. Even though that seems contrary, right?

But ICly and OOCly, the OTA are more powerful than modern day soldiers (one of the reasons the Combine WON against EVERY military on earth).

So they'd also be more powerful than some rando rebel. The only time my Anti-Citizen was allowed to kill an OTA was because they were isolated, had surprise, and backup.

And If OTA are counted to checkcrime, then that means, like Neon said, you may not have 4 CP and 2 OTA, but 6 OTA. And they know exactly where you are because of cameras... and they can get to you faster than CPs because they are modified and robotic humans... and their first method of getting you to stop is not to yell at you, whack you with a stunbaton or shoot you in the leg with a pistol...But lethal force with a fully automatic alien machine gun.

So you /checkcrime to try and get away with something. 15 seconds later your well-developed char is PK'd after a pulse rifle round goes through your skull, because OTA don't adhere to the same MILD escalation of force as CPs (and as PK from CP rules would need to apply if OTAs are being counted with CP for checkcrime).
Which is fine entirely. But don't rope in glorified citizens to contribute to /checkcrime, the CCG is just that, armed citizens who defend loyalists, they are meant to replace OTA being deployed constantly, and to breed more rp surrounding the loyalists. Instead of some OTA going "back up" *shoots at your feet* and that being the end of it. CCG shouldn't ever be roped in to the count towards the /checkcrime command. Its pointless. Because their regulations and rules prevent them from even engaging rebels even if they're running around with guns out, unless they're a valid threat to the asset the agents are protecting.
 
this has been derailed the CCG is whatever we really gotta focus on dumb OTA doing checkpoint searches and being completely immune to getting clapped by my megarebel with a mech suit (real)
 
this has been derailed the CCG is whatever we really gotta focus on dumb OTA doing checkpoint searches and being completely immune to getting clapped by my megarebel with a mech suit (real)
I slightly agree to be fair, but frankly the OTA leads (i do speak with them ocasionally) are working to fix the issues with OTA currently.
 
ok so let's say there's 6 OTA online and 0 cops because there's some loyalist event or idk.

now rebels decide to hold someone at gunpoint in victory. after all, cops are nowhere to be seen and /checkcrime says i can commit crime, so it sounds like a golden opportunity.

and before you know it, you and your weak little scrap pistol are surrounded by an entire OTA squad. glhf

this applies to every crime now btw. good luck fighting off a bunch of OTA soldiers instead of some lowly i5 whenever you dare commit a crime...
Make it so there can't be OTA without enough CP's, benefit the many instead of the few.
 
This can't really work...

You expand the rules to account for OTA and CCG and you will get lots more complaints from them deploying to wipe the floor of all rebels. A CCG agent is equal to a T3 fully gear rebel. OTA beyond that.

Imagine doing a crime in the City and rather than 1 or 2 cops or a few... you get a whole squad of CCG agents armed with fully decked out shotguns and MP5s with Medium Kevlar ready to unload 240+ bullets into you. Worse when you get the OTA to respond because now you are up against the strongest faction which can wipe you and your whole rebel group out in 0.1 seconds.

Trying to include them in crime rules will probs backfire into 100s of complaints
 
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