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APB: Reloaded

All Points Bulletin (APB) 

General Discussion  » arresting vs. killing ?

9 posts found
  Costy

Novice Member

Joined: 7/28/03
Posts: 163

 
10/07/09 7:13:59 PM#1

Hi,

any infos about the advantages and incentives enforcers will get for arresting suspects instead of just killing them? What will happen to arrested criminals?

---------------------------------------------
Costy
playing:
-Battleground Europe (WWII Online)
-Pirates of the Burning Sea

PotBS-Video: The Spanish Armada

  Deadvolt

Advanced Member

Joined: 7/09/08
Posts: 41

Revenge is best served cold, bullets however are best served hot.

10/07/09 7:27:43 PM#2

I've heard (and I'm pretty sure) that if an enforcer arrests a criminal, it takes the criminal longer to respawn when compared to death.

Ganking? Me!? That's absurd!! I leave THAT to the lawyers!

  Douhk

Novice Member

Joined: 8/19/07
Posts: 1034

10/10/09 12:13:05 PM#3
Originally posted by Millsmate

I've heard (and I'm pretty sure) that if an enforcer arrests a criminal, it takes the criminal longer to respawn when compared to death.


 

That's pretty funny if you were to compare that to real life.... ha. So if you are arrested, it actually takes you longer than if you were "just killed". It makes it seem like dying should ultimately be the goal over being arrested. Works alright, I guess within the actual game, but realistically I think they could come up with some other positive over arresting a criminal rather than killing them. It'd be better if it was an actual benefit to the Enforcer and less of a punishment to the Criminal, as in reality, not many people are going to care either way if the other person respawns faster or slower as it doesn't benefit them (at least directly), so they'll just be killing everyone and using whatever method is the fastest.

If only SW:TOR could be this epic...

  Deadvolt

Advanced Member

Joined: 7/09/08
Posts: 41

Revenge is best served cold, bullets however are best served hot.

10/13/09 1:24:30 PM#4
Originally posted by Douhk
Originally posted by Millsmate

I've heard (and I'm pretty sure) that if an enforcer arrests a criminal, it takes the criminal longer to respawn when compared to death.


 

That's pretty funny if you were to compare that to real life.... ha. So if you are arrested, it actually takes you longer than if you were "just killed". It makes it seem like dying should ultimately be the goal over being arrested. Works alright, I guess within the actual game, but realistically I think they could come up with some other positive over arresting a criminal rather than killing them. It'd be better if it was an actual benefit to the Enforcer and less of a punishment to the Criminal, as in reality, not many people are going to care either way if the other person respawns faster or slower as it doesn't benefit them (at least directly), so they'll just be killing everyone and using whatever method is the fastest.

 

Maybe the whole idea of the enforcers arresting over killing is the fact that it tries to emulate what a real officer would do. If at all possible, an officer would try to apprehend the suspect as opposed to shooting him or her down. It rewards realism, but it also throws in the risk of trying to be a hero. That's my take on it anyways.

Ganking? Me!? That's absurd!! I leave THAT to the lawyers!

  Douhk

Novice Member

Joined: 8/19/07
Posts: 1034

10/13/09 7:25:51 PM#5
Originally posted by Millsmate
Originally posted by Douhk
Originally posted by Millsmate

I've heard (and I'm pretty sure) that if an enforcer arrests a criminal, it takes the criminal longer to respawn when compared to death.


 

That's pretty funny if you were to compare that to real life.... ha. So if you are arrested, it actually takes you longer than if you were "just killed". It makes it seem like dying should ultimately be the goal over being arrested. Works alright, I guess within the actual game, but realistically I think they could come up with some other positive over arresting a criminal rather than killing them. It'd be better if it was an actual benefit to the Enforcer and less of a punishment to the Criminal, as in reality, not many people are going to care either way if the other person respawns faster or slower as it doesn't benefit them (at least directly), so they'll just be killing everyone and using whatever method is the fastest.

 

Maybe the whole idea of the enforcers arresting over killing is the fact that it tries to emulate what a real officer would do. If at all possible, an officer would try to apprehend the suspect as opposed to shooting him or her down. It rewards realism, but it also throws in the risk of trying to be a hero. That's my take on it anyways.


 

I understand that much and I agree on it, but I think they're taking it the wrong way. As I already stated, I don't think many people really care so much about emulation (especially with this game being more FPS-oriented and less RPG-oriented and the different community it brings) or what a real officer would do, but more over how it benefits them in-game. It's like adding risk for the player that isn't necessary; there's no immediate benefit, so chances are something like this would be completely ignored by the majority of the players. And on a further question, do they have something similar to this for the Criminals? I don't think it'd be really fair or intelligent on Realtime Worlds part on giving just one side this sort of function. But what exactly would the Criminals do... "torture" them? Take them hostage?

I actually don't mind that idea too much. It could give a further boost of infamy (or however they translate "infamy" into this game, as it is evidently one of the most important features of the game) to Criminals and a further negative of infamy to Enforcers, while increasing respawn time. It could give the Criminals a reason to try apprehending them without killing them and the Enforcers enough reason to avoid it at all costs. And for the Enforcers, they can simply arrest them and parade them off to jail in handcuffs, being their versions of the cops being taken hostage and taken back to whatever the base of operations for Criminals would be. Would be neat if you could have it prevented within the transportation, though... would be a neat little mission to save a clan member being hauled off to jail in a poilce car, or save a fellow police officer being taken in an Escalade :P

If only SW:TOR could be this epic...

  Deadvolt

Advanced Member

Joined: 7/09/08
Posts: 41

Revenge is best served cold, bullets however are best served hot.

10/13/09 8:53:47 PM#6
Originally posted by Douhk


 

I understand that much and I agree on it, but I think they're taking it the wrong way. As I already stated, I don't think many people really care so much about emulation (especially with this game being more FPS-oriented and less RPG-oriented and the different community it brings) or what a real officer would do, but more over how it benefits them in-game. It's like adding risk for the player that isn't necessary; there's no immediate benefit, so chances are something like this would be completely ignored by the majority of the players. And on a further question, do they have something similar to this for the Criminals? I don't think it'd be really fair or intelligent on Realtime Worlds part on giving just one side this sort of function. But what exactly would the Criminals do... "torture" them? Take them hostage?

I actually don't mind that idea too much. It could give a further boost of infamy (or however they translate "infamy" into this game, as it is evidently one of the most important features of the game) to Criminals and a further negative of infamy to Enforcers, while increasing respawn time. It could give the Criminals a reason to try apprehending them without killing them and the Enforcers enough reason to avoid it at all costs. And for the Enforcers, they can simply arrest them and parade them off to jail in handcuffs, being their versions of the cops being taken hostage and taken back to whatever the base of operations for Criminals would be. Would be neat if you could have it prevented within the transportation, though... would be a neat little mission to save a clan member being hauled off to jail in a poilce car, or save a fellow police officer being taken in an Escalade :P


 

 

I agree with the whole "rescue your fellow player" thing, it would be pretty cool. Maybe make a "badge/headcount" system along with it based on how many arrests/hostages you made/taken, with special rewards. Although it might make missions REALLY hard, (if your teammate gets arrested/taken hostage, then your team's in trouble) it could make non-lethal weapons much more useful than they probably will be with the current system. (Maybe to arrest/hostage, you have to use a non lethal weapon when they're under 5% health, and escort them to jail when the mission's over, or another player joins in as the "escort"? A lot of possibility) If only we could get in the bloody beta...which was supposed to have started on the 9th.
 

Ganking? Me!? That's absurd!! I leave THAT to the lawyers!

  nratnam

Novice Member

Joined: 7/22/04
Posts: 183

10/30/09 10:50:12 PM#7

The enforcers in the game are not meant meant to be "proper" police but as they said are meant to be mercenary cops. Also killing them is so much better then they respawn quicker for you to kill em again =)

  -aLpHa-

Novice Member

Joined: 12/27/03
Posts: 621

10/31/09 9:34:03 AM#8

I guess missions are on a timer, so longer spawnrates make allot of sense. If the other team takes longer to respawn they have less time to archive their objective.

  Consti2tion

Novice Member

Joined: 1/15/07
Posts: 10

11/14/09 10:55:32 AM#9

These podcasts will explain the re-spawn times.

http://www.apb.com/2009/10/02/apb-podcast-episode-11-reining-justice/

http://www.apb.com/2009/10/14/apb-podcast-episode-12-ej-qa-4u/