assume this scenario
a criminal is running down a street being chased by a cop who can't quite reach him. another cop on the same perp appears from around a corner and forces the criminal to make a detour into a closed off alley: but never once hits him. the first cop then goes in and jails the cornered criminal
the second cop would still be pegged as 'lazy' right
Yeah, true. But there isn't much you can do about that, other than give the jail credit to all cops in the immediate area. But even that can be taken advantage of. So it really comes down to the players RPing and splitting profits where necessary.
It seems like any job-specific functions aren't available for admins anymore.
I sent this email to diggy, but it will let everyone else see the ideas.
Ok, so a few, courtesy of Bushido.
1) All jobs, except for official jobs and police jobs, have the same name color. This allows criminals to jump people, etc. I would probably give crims a slight discoloration to their name so you can tell with careful inspection.
2) A tier system for jobs. Basically, instead of each job being linear, there are choices. currently, I can only do this in one or two job lines without diggy making changes, but here's an example (nothing final):
Cop: 0 EXP required: No job required
--Agent: 10 EXP required: Cop required - perk: low name visibility; spawn with items that an agent might use (whatever that may be)
--Officer: 10 EXP Required: Cop Required - perk: nothing more than the cop, just a higher paycheck
--Detective: 10 EXP required: Cop required - perk: low name visibility, crimes within an area of one will always be witnessed, but can only make citizen's arrests
Undercover Cop: 20 EXP required: Detective required - perk: name is the same color as everyone else, has all detective perks
etc...
You get the idea. For vendor jobs, though, you would need to resrict sales. So Food sales can only be done by grocers, Gun sales by gun dealers, illegal sales by blackmarket jockeys, etc.