Please add the Updates under
Policing: Impound Lot
Ability to grab any empty vehicle with copters, including other copters, planes, and boats
If it was driven by a criminal, you take it to the impound lot and get paid for impounding it
Grabbing a vehicle to impound via copter is faster than grabbing other vehicles
Reason: mag-lock for impounding bonus
Tow trucks get no advantage or otherwise
Also a bonus to paycheck for impounding criminal vehicles
Tow Truck vehicle to grab land vehicles while air vehicles can grab any
Abandoned vehicles can be dropped off here for some cash as well, but do not count towards the impound bonus paycheck pay
To be abandoned, the vehicle owner must either be dead or be farther than 150 studs away and must have been police
Impounded vehicles are deleted
Abandoned/Returned vehicles await their owners in the parking garage (attached to impound), and are deleted if the owner summons a new car
Random vehicles picked up from there spawn: deleted/returned to it’s spawn, no pay
Criminals cannot use the impound, but vehicles will be deleted or moved depending on what they drop there
Police vehicle: moved to police vehicle garage
Criminal vehicle: Impounded and the pay is split amongst the cops
Random vehicle picked up from it’s spawn: deleted/returned to it’s spawn
LOCATION IDEA: turn the dud building that is beside the police superbase into the impound area and turn the dud building beside that into the police Vehicle Garage, or vice versa, either way both are beside the superbase
Criminal Fun
Criminals can do the same thing as cops, but cannot use the impound lot, instead they get bonus pay on their paycheck for tossing cop vehicles into a volcano
Whenever either team drops a vehicle into a volcano, the vehicle is destroyed (deleted) from the map
A new addition to the criminal volcano base will add a silo and a parking garage to the base
Like abandoned cars, but for criminals instead of cops, and criminals do get paid for this
This silo is where criminals drop their allies vehicles, and the vehicle is teleported to the criminal vehicle garage, and the criminal who returned his ally’s vehicle gets a small pay for his service to his ally
The silo has no access to the base to prevent cops from being able to enter that way
The silo does not work for cops, if they drop a vehicle it will sit there and do nothing, after a minute the bottom will fill with lava and destroy the dud car and then the lava will recede (clear out) so that criminals can continue dropping their ally’s vehicles into it without blockage
If criminals drop a dud vehicle or a cop vehicle, the silo fills with lava over the vehicle and destroys the vehicle to make room for criminal vehicles that get dropped in
Impounding/Returning Vehicles/ ally spawning
If you or your ally has their vehicle in your teams garage, the owner of the vehicle will spawn at the base
This heist is gray on police screens, unless alerted to a robbery there
When criminals rob this place, they do not auto alert the cops, instead they must sneak by NPC civilians and cops that guard the place, the civilian NPCs are workers working at the place and the Guards are… Guards
They must infiltrate the building(s) and loot the place and its vault. They store the loot in a criminal van. Once they’ve cleared the place they drive the criminal van to the collector and the collector empties it and all in the van get paid.
At the place there are cameras that must be dodged, and a guard in a cam room watching the cams. Criminals must eliminate that guard so that they don’t alert the place by being caught by cams. Silencers on guns allow them to shoot silently, without a silencer the whole place will alert.
Incentive for cops to flood to the alerted place is 1000 money bonus per criminal eliminated, 5000 per arrest, at the alerted base, more incentive: -25 money per second not at the alerted base
Cops can camp at the place but must patrol like the guards or lose 25 cash per minute, etc
Patrol or camera watch or leave or lose 25 cash per minute when base not alerted
Patrol:
Keep moving, normally in straight lines
Inspect things for marks or missing things or things that shouldn’t be there
Crates missing valuables
Vault seal, open or closed
Crate may have been tampered with, but not necessarily opened
Fence cut
Wires cut
Windows or lights broken
Camera broken
Camera wires cut
Camera painted to be visual blocked
ETC
Or they can take over cam room and watch cams
Camping cops get radios for calling in criminals, after seeing a criminal for 3 seconds far away, or the criminal is very close for imidiate call, they can call in the alert. If they are alerted they can call it in. Criminals will see alert status as a red exclamation above the head of a guard.
Another way a cop can alert the place is by hitting a criminal with a bullet, the place will then alert. If the cop misses or hits nothing then they call it a false alarm. This is helpful for if the criminals are too sneaky, the cop can go to the criminal and blast them, alerting the place.
Criminals can mess with cameras
Any version of disabling will make a NPC guard suspect and go examine the cam, the cam Guard calls them to inspect the cam…
Destroyed: NPC alerts, player cam guard will not know, player inspect alerts
Attack the cam
Painted: depending on paint and on NPC either alert or they won’t know and will eventually leave, and depending on cam guard the act of painting might alert him, it will alert a player cam guard, and player inspect will alert
Spray paint the cam’s lens
Wires cut: NPCs have no clue, player inspect alerts
Shoot the wires carefully or use wire cutters
Wire cutters is the safer way but needs you to be close
Criminals Can disguise as NPCs, by grabbing a disguise off of a fallen NPC. You can know NPC from player by erratic movements that NPC would not make that players would. If a player is skilled enough they can move just like an NPC and you will have to be almost face to face to begin alerting. Even if they pick up a cop outfit they can’t disguise, it has to be an NPC guard or NPC worker. There will also be a locker room with disguises, but it will be guarded and cammed.
Sea-based Heist, arrive by copter or boat.
Steal oil barrels and load your vessel, then drive your vessel to the Sea-Collector to get paid.
Beware lasers and cameras
Tap one and A) you take damage, B) cops are then alerted and a timer on the rig is started
TIMER:
A few timers will commence
You have 1 minute until "lockdown" which will seal barriers between sections
You have 5 minutes until "SWAT arrives" causing all Crims onboard or near the rig to be arrested
You see the Lockdown timers on the walls and you receive a HUD timer telling how long before "SWAT arrives" occurs
You can deactivate the timers by reaching the command before the lockdown commences, just flip a few switches and press a few buttons after reading a manual for the access codes and switches/buttons operations... do it wrong and either fail to stop it or blow the rig up
After lockdown, you can still end lockdown but you cannot stop the SWAT timer
Switches and Buttons in command:
the switches and buttons do various things, such as keep the rig from over-pressurizing and blowing up, or from overheating and blowing up
mess with the wrong switches and you might
cause the rig to blow up
activate wrong objects can cause:
Rig is building pressure
(eventually) Rig pressure critical
eventual rig detonation
rig temperature rising
(eventually) rig overheating
leads to eventual rig detonation
cause the "SWAT arrives" to skip some time
cause the lockdown to speed up, which can prevent you from stopping "SWAT arrives"
bust the control panel: oops, now you can't stop anything
NPCs?
If NPCs are added, add NPC workers on the rig that can spot the Crims and call the cops
also, workers in Command that the crims must neutralize to take over the rig, Aiming their gun at a worker that is facing them causes the worker to be intimidated and surrender, if the Crim doesn't aim then the worker will spot the Crim and call the cops
NPC functions basically the same as in "Super Heist"