Kidnapping System.

Kool wrote:
+1 To a kidnapping system, not really to all of the features that you'd like implemented. Here's my take:

Starts with an option to knock a player down using a bat or a melee weapon that seems compatible with this action. (The kidnapper must have the melee weapon in his hand and use it successfully to knock the target unconscious) [Note: Having the melee weapon out in your hand should be able to notify the target of a possible kidnapping attempt 'ah, this dude is holding a bat in their hand and is approaching me as quick as they can, they must be trying to kidnap me!'] This should give the target an option to run away and allow themselves to have a valid excuse for self-defence. This is crucial as this is the only way that a victim can be sure or take proofs that someone is truly going to kidnap them and allow themselves to take and use evidence and defend themselves in case the so-called kidnapper tries to complain the target for random deathmatch if they are killed whilst attempting to kidnap someone.

Once the victim is successfully knocked unconscious, the kidnapper has 5 seconds to /tie the unconscious victim using a rope or a zip tie which was purchased beforehand through a shop of some sort. Once tied, the kidnapper and target will automatically be placed to the last vehicle the kidnapper used within the distance of say 50-100m, if the vehicle is farther than this, an error should appear saying the vehicle is too far away, hence the kidnapping attempt fails.

Now that the kidnapper and target are in the vehicle, the cops are instantly notified of the crime (they should still be able to locate the said kidnapper). The kidnapper has say 5 minutes deliver the target to hideout, if unsuccessful: kidnapping fails.
During the said time limit, the target can attempt to break free using specific items that were bought beforehand in shops. Furthermore, players can wire cash depending on the desired amount the kidnapper demanded, this can be done via bank or atm, once done: Target is released (ejected) with his weapons on hand. This should allow the target to take their revenge either as a cop or civ (Note:If the target is released, the kidnapper can only kill him/her by self-defense IF and ONLY the target decides to take his revenge or starts to shoot, if not, the kidnapper should run away and let the target go.)

Once destination (hideout) is reached, the kidnapper can choose between options;
-First, take the target with you (kidnapper) inside an interior where you are faced with options, that is to torture the victim, rape them or other forms of interaction that would all decrease their health bit by bit, eventually killing them once their health reaches 0 (Choosing the first option would not give the kidnapper cash as they chose it to have fun with the victim).
-Second, the kidnapper can select to sell the victim, this should automatically kill the target in your vehicle and give you a varying amount of cash that you would get for selling the victim's organs/parts.

This is only what I think of a right kidnapping system for the server, I tried to also think of the effects it has on the rules and on complaints or its effects on the world of deathmatching.
This concept could be used as a starting point for the system, it still has its own gaps that are yet to be filled by other contributors which could give their own idea or change some of the things that I had in mind. Please do note to keep in mind all sides (civilians, kidnappers, LEOs, administrators and its effects on game rules) when you want to add a feature regarding this topic. Eventually, we can come up with a system that we all wanted and a system that would create fun and new features rather than complications and headaches. With that, I'm looking forward to seeing this kidnapping system in-game, and the rise for those whose interests align with the feature in mind. Happy kidnapping!


I really like the idea of the bat and knock out, also with the timer to tie them up, a lot more counter play. As for the rest of what you wrote it sounds like something I've seen  20 times before. I stand by what I say about not being able to locate the kidnapped player, however, you can locate the kidnapper. Also rape is completely out of option, I've brought the topic up wit Mike and rape is a giant no no. Also the option drag them is a must, along with /mask gives beauty to the code.

glassy wrote:
this is very detailed, what if the kidnappie lost the internet connection or logged out?

That would be connection loss, or /Q avoid, punishments will work accordingly if Admins are online. However there is also an alternative for auto jailer.  Automatic jail but let's not be too harsh. 3 minutes? Perfect.

Mb.Michael wrote:
That would be connection loss, or /Q avoid, punishments will work accordingly if Admins are online. However there is also an alternative for auto jailer.  Automatic jail but let's not be too harsh. 3 minutes? Perfect.

Quit to avoid = Jail (5 minutes) + infraction
but if you get kidnapped and shit you get frustrated and then you will auto quit, so there can be some changes about that
glassy wrote:
this is very detailed, what if the kidnappie lost the internet connection or logged out?
must be failed lol..like when you put bounty ..if you crash bounty is canceled



https://i.imgur.com/NT1WVDG.gif
MD045 wrote:
Quit to avoid = Jail (5 minutes) + infraction
but if you get kidnapped and shit you get frustrated and then you will auto quit, so there can be some changes about that


I leave the punishment to the admins.

so someone will be sent to jail because he tried to avoid kidnapping him? you are the criminal not him, lol i think there must be another punish but not jail, jail is where cops send criminals, sending the one who quieted while kidnapping him to the jail that's just make no sense to the cops job!
glassy wrote:
so someone will be sent to jail because he tried to avoid kidnapping him? you are the criminal not him, lol i think there must be another punish but not jail, jail is where cops send criminals, sending the one who quieted while kidnapping him to the jail that's just make no sense to the cops job!


This is how it goes, you kidnapped him and mid way to reaching the hideout, he does /q to avoid getting ransom or for whatever reason he did /q, When he re logs back into the server he will be automatically jailed due to him being disobedient towards the rules. You're thinking about it on a different level, besides, i said let the admins accord the punishments.

here's what i think is more logical, first that hideout place must not be the same hideout when robbing the bank it maybe one of your safe houses that you already selected to be used in kidnapping, it must be away from any police department let's say(600 - 500 m), if the kidnappie lost connection or logged out to evade the kidnapping while it's in process, he find himself kidnapped in the hideout(your safe house)when he's back, so no way! - there's also maybe more features required on that kidnapp-safehouses like the distance from the police department i said before and for example with upgraded locks and... idk what type of houses will you use to put kidnapped ppl in?!.... maybe it should be in the rural areas? 😀
/hideout so it's like bank robbery changing hideout and when will this feature will be
MD045 wrote:
Quit to avoid = Jail (5 minutes) + infraction
but if you get kidnapped and shit you get frustrated and then you will auto quit, so there can be some changes about that


It's ok but don't punish players who gets high ping kick or game crashed...   

anyway +1 from md
+1 I loved it  😀