A Quality of Life Change for Each Robbery

Suggestion

Let me know what you guys think! And share this around so the developer can see it and consider some of the changes!

General Quality of Life Changes

  • Prevent Duffle Bags from accidentally being discarded.
  • Display a text notification to a Criminal after 1 minute to remind them to cash out their Duffle Bag, Museum Bag, or Cargo Crate if they enter another robbery while having one on-hand.
  • If there is one Criminal doing a robbery and they die or disconnect from the game while inside before other Criminals can arrive, allow the robbery to stay open for 1 minute (with the exception of the Rising City and Crater City Bank).

General Robberies

Gas Station and Donut Shop

  • Have a vending machine for the other item in both shops. Donut Shop should have a vending machine for Energy Drinks and the Gas Station should have a vending machine for Donuts, making it easier to get both items without having to travel in between them.
  • If two or more people are trying to rob the cashier, prioritize the first player to start the robbery. Reward them $750 upon completion and the others $100 for joining the robbery (3 Criminals maximum)
  • Grant contract XP credit for Criminals who joined a robbery.

Mansion (CEO)

  • Do not allow Police to use Taser or Handcuffs when inside the mansion.

Rising City and Crater City Bank

  • Remove the timer from the secondary exit and have it remain open for the duration of the robbery.
  • Allow Police to end a Bank Robbery even if the vault hasn't been opened. The cop must go into the lower level and touch the vault to "scan the area for hidden intruders". Then, they go back to the ground floor and interact with a computer to "file an incident report", closing the robbery.
  • Give Police a cash reward of $750-$1,000 for closing a Bank Robbery when no Criminals are inside. If two or more cops enter the building, they receive a $250-$500 cash reward for "assisting the close" (3 Police maximum)

Group A

Jewelry Store

  • Do not allow Police to enter during an active robbery OR notify Criminals when the police have entered the building, as is done in the Banks and Casino.

Museum

  • Place a Walkie-Talkie on the roof near the Dynamite Boxes that Criminals can use to send out a notification to the rest of the team about robbing the Museum.
  • If the Walkie-Talkie is used and the robbery doesn't start after a minute, allow the robbery to be started and finished by the person who used it. The Criminal will be told to and must wait at the location for the duration of the minute in order to be allowed to start the robbery alone. The Criminal will need to push the handle down on the Dynamite Box and then do a Solo Puzzle (maybe involving connecting wires) that will detonate the second box, creating the opening.
  • If another Criminal arrives while the first is doing the Solo Puzzle, they can push the handle on the other Dynamite Box to start the robbery like normal.
  • Remove the same-time restriction on the Exit Levers. Instead, allow one player to pull on both levers. The light will remain green for 1 minute on each lever, afterwards it will revert back to red.

Group B

Power Plant

  • Keep the Power Plant open for 2 minutes after the first Criminal to enter has left the building, instead of the robbery closing immediately when the last Criminal to enter has left.

Cargo Plane

  • Display a text notification, along with the designated sound notification, for Criminals inside the Cargo Plane when one of them has gotten an Access Card from a Cargo Crate.

Passenger Train

  • Add handle bars on the sides of the doorways along the Passenger Train to make it easier for Criminals and Police to aboard it as it is moving. When jumping towards a doorway, the player will latch onto the handle and can then enter the train by pressing the Forward button.

Group C

Casino

  • Display a text notification for Criminals when the Police have landed on the roof of the Casino.
  • Allow elevator buttons to be pressed once within a certain time frame to prevent locking players in a room. For example, if a player presses the Ground button over and over to keep the elevator from going to another floor, the game will only acknowledge the first queue for the Ground floor and will then lock the button for a few seconds, allowing other players in the building to queue the elevator through the respective call buttons.

Group D

Cargo Train

  • Shorten the time it takes to open the exit door.
  • Allow players to climb the truss in the back of a Red Boxcar as an alternative escape, allowing the player to ride atop the Cargo Train to their desired drop-off point.

Cargo Ship

  • Fix the Helicopter Rope to prevent jittering movement that glitches the helicopter as it is moving with the crate.

Tomb

  • Place a Walkie-Talkie on top of the rock formation above the Tomb that Criminals can use to send out a notification to the rest of the team about robbing it.
  • If the Walkie-Talkie is used and the robbery doesn't start after a minute, allow the robbery to be started and finished by the person who used it. The Criminal will be told to and must wait at the location for the duration of the minute in order to be allowed to start the robbery alone. The Criminal will need to step on one of the Pressure Plates and then do a puzzle (maybe involving jumping on the plates in a set random order, as indicated) that will then open the Tomb door.
  • If two more Criminals arrive while the first is doing the Solo Puzzle, they can step on the Pressure Plates to start the robbery like normal. It will not interrupt the first Criminal as they are doing the puzzle.
  • Allow Criminals to fall through the open holes in the boarded floor, as was allowed before.

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Posted Nov 1, 2023, 3:54 PM UTC

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