Wasn't it a thing that combine channels constantly shift frequencies outside of being encrypted, making it impossible to pinpoint and crack?
Radios of CPs can be disabled by OTA and Dispatch characters, so the second a cop is captured (alive) they're going to have their comms cut. (As long as their capture is known ICly)
The suggestion aims to change some things and we're exploring. The idea of having the CP alive is to add difficulty and so they can decrypt the frequency temporarily through whatever means they know and have access for a set amount of time.
I would like
@Numbers or
@sky to confirm if what you said is completely set in stone and if we can try and find ways around it.
Still I personally don't see the suggestion as necessary for the points I already made, but we need to go over these ideas regardless and see if we can come up with refreshing mechanics and not just slap the old plot armor on it and call it a day, cause whoever is suggesting is not exactly going to be happy about his idea being stonewalled and eventually a staff member will go out of their way to do some sort of leak-on-the-go that will make the players angry in some way and we're back at point one.
I'd rather these things were suggested (like Raiden did here), appropriately addressed, and then implemented if we find it feasible in any way with whatever ideas we come up with. We are riddled with stuff from the past iterations that we need to clarify, adjust and possibly change (like the APC biolocking and some other things that were in my mind that I hope are not a thing here anymore).
For instance, do you think Overwatch/Dispatch would have allowed explosive rigging Airwatch assets to blow them up on suicide missions in the past? Clearly not, but we're not playing by the old rules anymore and we desperately need to start opening up and writing stuff up on paper so everyone knows the mechanics of the game, as this iteration does not base itself on the previous ones. And I like that a lot.