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 Cops And Robbers

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NOS Waster




Posts : 6
Join date : 2010-07-04
Age : 31
Location : Palmer, AK, USA

Cops And Robbers Empty
PostSubject: Cops And Robbers   Cops And Robbers Icon_minitimeWed Jul 07, 2010 3:44 pm

In SRX, we have three main types of cops and robbers that we play. They are as follows:

Standard CNR
Classic CNR
Jail Tag

The following rule sets are the OFFICIAL rules for SRX CNR.

Standard CNR

Room Rules
  • One person is voted in as the cop at the start of the round (usually the person with the fastest car)
  • The round ends when 1 robber is left. The last robber left becomes the cop to start the next round.
  • After 1 whole match, the last newcomer to the room (if there are any) will be the cop. Else, the last remaining people (if there was more than 1 person left) go into a vote for next cop.


Chasing Rules
  • The cop goes around chasing people and the round ends when there is one robber left
  • A chase is initiated when a cop physically hits a robber
  • The cop must do one of 3 things to win the chase: Blackout, Pin, or Head-on the robber
  • Blackout: Completely destroy the robber's car to the point where it can no longer reach 10 MPH+
  • Pin: The cop MUST hold the robber in the same spot for 10 seconds
  • Head-on: The cop must be going 45 MPH (70 KPH) or higher and hit the robber head-on so that the robber drops below 20 MPH (33 KPH) or goes into reverse


Running Rules
  • The robber must do one of two things to escape the chase: Getaway from or Distract the cop.
  • Getaway: The cop must lose visual contact of the robber for 15 seconds.
  • Distract: Another robber can slam the cop off course resulting in the cop being severely damaged. If the cop chases the person who hit him/her most recently, the old chase has ended.


Other Rules
  • Ghosting while in a chase (hit by cop, then start running) will result in the ghoster to be a cop.
  • Anyone who collects a magnet must stop on spot and wait for it to expire. If the person is a robber and is being chased, then the cop will give him at least 5 car lengths of space.
  • If you intentionally run into a magnet while being chased, you are a cop. Intentional is if it is on a straight and you have plenty of time to avoid it. Unintentional would be if you run into it while turning.



Classic CNR

Room Rules
  • One person is voted in as the cop at the start of the round (usually the person with the fastest car)
  • The round ends when 1 robber is left. The last robber left becomes the cop to start the next round.
  • After 1 whole match, the last newcomer to the room (if there are any) will be the cop. Else, the last remaining people (if there was more than 1 person left) go into a vote for next cop.


Chasing Rules
  • When a cop begins running after a robber, the chase is initiated.
  • One hit causes the robber to become a cop.


Running Rules
  • There is only one thing the robber can do to get away and that is outrun the cop.
  • The robber must lose the cop for at least 15 seconds in order to terminate the pursuit


Other Rules
  • Ghosting while in a chase will result in the ghoster to be a cop.
  • Anyone who collects a magnet must stop on spot and wait for it to expire. If the person is a robber and is being chased, then the cop will give him at least 5 car lengths of space.
  • If you intentionally run into a magnet while being chased, you are a cop. Intentional is if it is on a straight and you have plenty of time to avoid it. Unintentional would be if you run into it while turning.



Jail Tag

Room Rules
  • Teams are decided when there is an even number of people in the room.
  • The team with the overall faster cars will be the cops. The cops are ALLOWED to have cars one class higher than robbers.
  • Tier 1 is class # +0 (for averaging)
  • Tier 2 is class # +0.33 (for averaging)
  • Tier 3 is class # +0.66 (for averaging)


Cop Rules
  • Chases are intiated on sight of a robber by the cop
  • Cops are allowed to camp the entries to the jail
  • Cops can repair whenever they want


Robber Rules
  • One hit from the cop results in you being escorted to jail by a cop.
  • robbers are NOT allowed to camp the escort or the jailhouse while the robber is escorted
  • to get a robber out of jail, tag the teammate that you have in the jailhouse. YOU are fair game, but the person you tagged is NOT.
  • Any robber that is tagged out of jail is allowed a 5 second head start from the jailhouse entries.


Other Rules
  • The robbers win if more than half of the robbers are out of jail when the match ends
  • The cops win if all robbers are caught or if 50% or more of the robbers are in jail when the match ends
  • After every match, the cops team and robbers team switch
  • Ghosting while in a chase will result in the ghoster to be a cop.
  • Anyone who collects a magnet must stop on spot and wait for it to expire. If the person is a robber and is being chased, then the cop will give him at least 5 car lengths of space.
  • If you intentionally run into a magnet while being chased, you are a cop. Intentional is if it is on a straight and you have plenty of time to avoid it. Unintentional would be if you run into it while turning.

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