Bay 12 Games Forum

Other Projects => Curses => Topic started by: AlStar on December 11, 2008, 07:24:19 pm

Title: Getting Loot Off Failed Carjackings
Post by: AlStar on December 11, 2008, 07:24:19 pm
Unless there's something I'm missing, is there any reason why we can't loot the corpse(s) of the police officer(s) that show up after a failed carjacking?

It seems like it would be a good way to stock up on police body armor and weapons without (too) much risk.

I'd mention the cops and mercs from car chases too, but it seems reasonable that their equipment would be ruined in the car crash.
Title: Re: Getting Loot Off Failed Carjackings
Post by: EuchreJack on December 11, 2008, 10:09:55 pm
If this were possible, you could also get loot off people chasing you from site actions, when on foot.
Title: Re: Getting Loot Off Failed Carjackings
Post by: beorn080 on December 11, 2008, 10:59:38 pm
You can't because you are assumed to be running while firing. Even melee weapons is more of a strike and run approach. If you stopped to loot you could have half a dozen more cops breathing down your neck.
Title: Re: Getting Loot Off Failed Carjackings
Post by: ChemicalVengence on December 13, 2008, 05:23:57 pm
I think it would be extremely useful if we could loot fallen liberals, since it really sucks to send a guy into combat with an M-16 and police body armor, only to lose it on his first mission......
Title: Re: Getting Loot Off Failed Carjackings
Post by: cowofdoom78963 on December 13, 2008, 07:02:30 pm
Speaking of looting after a car stealing mission. Why cant we take the radios out of cars as loot to sell to the pawn shop?

I would imagine that that would be pretty important.
Title: Re: Getting Loot Off Failed Carjackings
Post by: EuchreJack on December 14, 2008, 01:28:45 am
That's what I thought this tread was when I read the title, actually.

Stealing stuff from cars would be pretty cool.

Thanks bearn080 for clairifying for us.

I guess we should be happy that the chase scene isn't made more realistic by allowing reinforcements for the cops.

I imagine it wouldn't be too hard, either.  Set the RNG to roll for reinforcements every turn, with something like 16 or higher triggering an additional police officer to show.  Glad that hasn't been implemented.