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[+++][A/B] Modification of the anti rush system in armed robberies

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Timbery:
Hello everyone,

I am opening this topic in relation to the existing anti-rush system in Armed Robberies with the hope to propose a radical overhaul in its functionality.

Currently, the Anti-Rush system prevents cops from entering Armed Robbery unless it has been running for at least 120 seconds. If you attempt to enter the zone as a cop earlier, you will end up being confronted with the quoted message below and will be teleported away.

--- Quote ---Police are not allowed to enter the armed robbery area until it has been in progress for 120 seconds.

--- End quote ---

The anti-rush system in armed robberies was implemented as a tool to balance things out in that type of CnR events. To be more specific, it was added to support and strengthen the defender team in situations where it was outnumbered and heavily exposed to the enemy one. In other words, the system was added in order to give the outnumbered team (criminal one) a chance to gather before the enemy one (cop team) is allowed to enter the zone and engage in close-distance combat.

The concept of that system is fine, but unfortunately, it is not always being used as intended. In some particular situations, the idea of the anti-rush system is causing more issues than balancing things out, and its existence simply makes no sense.

For example, when the criminal team already outnumbers the cop team, it makes no sense for the anti-rush system to be active as a whole. It worsens things by not allowing cops to enter the Armed Robbery earlier before all active criminals crowd up the area. Does it make any sense to wait for 30 criminals to gather in an AR before the 10 on-duty cops are allowed to enter the event and engage in combat...?

The solution which I am purposing to this issue is linking the anti rush system to be in dependence to the current Danger Level. The new system is supposed to work under the following conditions:

- If the Danger Level is below 1.2, the anti rush system's duration will not be changed - it should remain 120 seconds.
- If the Danger Level is between 1.2 and 1.6, the anti rush system's duration will be reduced on half - 60 seconds.
- If the Danger Level is above 1.6, the anti rush system will be completely disabled.

The danger level values may be adjusted in the future if any issues occurs.

VulKanN:
 :tick: :thumb:

JimMys:
 :tick:

MandM:
I have been playing as a criminal for a few days, and I have noticed that criminals can easily win the AR because cops can't rush even without the anti-rush system. I agree with you about the anti-rush system modification, but I think making it linked to danger level will be a little confusing.

Many cops perform airstrikes (I'm one of them), and as you know, if you flew above the AR before the anti-rush system duration passes, you will die. So making the system linked to the danger level means that the duration will be changed every second, and it won't be stable, which will be confusing for airmen and even for ground cops.

So, as I stated above, I agree with the modification of the system, but I don't see linking it to the danger level as the best option.

ManeXi:
 :tick:

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