I’d like to respectfully bring forward a list of new suggestions focused entirely on the civilian side of the game — a side that, as of now, feels underdeveloped and heavily dependent on pay-to-win mechanics. While MPS and RG continue to receive meaningful updates that improve their gameplay, civilians are left behind with limited tools, weak income systems, and almost no incentive to play unless you’re constantly spending Robux.
My aim is not to create imbalance — but to bring back competitive, fun, and strategic gameplay that benefits all players and keeps the game alive long-term.
1.
C4 & Detonators – Tactical Gameplay Option
- Civilians should be able to purchase and deploy C4 explosives with remote detonators.
- Can be attached to vehicles, buildings, or doorways, creating new strategies for:
- Raids
- Ambushes
- Vehicle traps
- Could require a high-tier skill or rare item to access — making it powerful, but earned.
- Adds tension and forces police teams to tactically clear areas and think twice before rushing in.
2.
More Rooftop Access / Parkour Routes
- Add grapple points, ladders, or broken staircases that allow players to access rooftops .
- Creates vertical gameplay, sniper positioning, and more immersive urban fights.
- Right now, most locations are flat and easily controlled by serious divisions — this change would add depth and challenge.
3.
Civilian Money-Making Jobs
• Freelancer: Get random phone contracts to complete “odd jobs” around the city.
Garbage Collector
- Drive a garbage truck to different bins around the city.
- Interact to “collect waste” and return to the depot.
3.1. Taxi Driver
3.2. Food Delivery
3.3. Organised Heists
4.
Civilian Vehicle Modding & Armoring
- Allow civilians to upgrade their cars for a cost with:
- Better armor (not fully bulletproof)
- Reinforced tires
- Trapdoors for quick escapes
- Decoy license plates (to avoid ANPR hits)
- Gives civilians more mobility options and allows creative loadouts — the way police already use their armored SUVs for strategic cover.
5.
Civilian Hideouts / Safe Zones
- Unlockable safehouses where you can:
- Store weapons
- Heal faster
- Stash stolen items
- These should be earned, not bought with Robux — encourages more immersive play and base-building
- Drill Tool / Safe Cracker
- Allows civilians to break into locked doors, safes, or evidence lockers.
- Can be used during heists or raids.
- Emits loud sound, alerting nearby police — risk vs reward.
7.
Molotov Cocktail
- Area denial weapon that creates fire zones for a short period.
- Can damage or destroy non-armored vehicles and block entrances/exits.
- Risky for users too — fire spreads.
Civilian Backpack Loadout System & Inventory Enhancement
To improve balance, realism, and the overall competitive experience for both civilians and law enforcement, I’d like to propose the following system:
1.
Backpack Loadout Tiers
Introduce 4 different backpack types, each with their own limited capacity and cost. This prevents civilians from carrying an unrealistic number of weapons and gear, and forces players to plan tactically instead of relying on brute inventory stacking.
Backpack 1 – Light Loadout
- 1 Primary weapon (e.g. SMG, Rifle)
- 1 Secondary weapon (e.g. Pistol)
- 1 Throwable (e.g. Grenade or Flashbang)
- 3 Utility slots (bandages, splints, or 1 medkit)
Backpack 2 – Tactical Loadout
- 1 Primary + 1 Secondary
- 2 Throwables
- 5 Utility slots
- Slightly more expensive, better for squads or missions
Backpack 3 – Heavy Loadout
- 2 Primary weapons OR 1 Primary + 1 Special weapon (e.g. Explosive Crossbow)
- 2 Secondary weapons
- 3 Throwables
- 6 Utility slots
- Slows down the player slightly due to weight
Backpack 4 – Support Loadout
- Designed for squad support
- 1 Primary + 1 Utility Tool (e.g. Hacking Device or Medical Kit)
- 1 Throwable
- 8 Utility slots (team healing, EMPs, etc.)
2.
Saved Loadout System
Introduce a Saved Loadout Inventory Feature :
- Players can create and name custom loadouts (e.g., “Assault Entry Kit”, “Rooftop Sniper”, “Quick Ambush”)
- One-click option to equip your loadout instead of manually re-selecting every item
- Saves time and supports better gameplay flow
3.
Why This Helps the Game
- Balances Civilian Firepower: No more 10 guns stacked on one person — it forces players to choose what role they want to play.
- Fairer Combat: Makes it more balanced for police to respond without being overpowered by unrealistic loadouts.
- Encourages Strategy: Civilians must now plan roles (medic, assault, scout, etc.) like actual teams — not just individual firepower.
- Adds Realism & Skill Gap: Encourages teamwork, loadout planning, and specialized gear kits for more realistic missions and engagements.
Let me know your thoughts