An interesting idea. It should probably affect the most hostile players, but then it would be hard for the game to decide who is innocent and trying to defend themselves. I also get the feeling that unarmed aircraft would be shot down even if they are minding their own business far away from everyone else.
Having a look at their mental state (this can easily be done through the not-pause menu) would be a good way to sort this out, and it would make it easier for R* to code this kind of thing. Not only at what their mental state rating is right now, but where it was 48 minutes ago. Say you encountered one player who, when you walked in, was "Unstable". After staying around and minding your own for an hour or so, he's a "Psychopath". At that moment he becomes such, you and everyone else in the lobby can vote to send
the military Merryweather after him and any of his accomplices, and defend those players with the lowest mental state, or who are just minding their own business (should the psychopath run into them), including if they're flying a bi-plane over Raton Canyon or have no reason to want blood.
If the psychopath can survive for 30 minutes without a single death, their mental state will reset to normal, they get a little cash reward and some bragging rights. 👍
However, they get to stay and it's up to the rest of the lobby whether or not the guy should be kicked for being a
"insert-regularly-concealed-body-part-here".
Interesting anti-griefing technique, I think.
I got into and drove a copcar earlier.
Oh, hey. It's that glitch where players and NPCs couldn't enter emergency vehicles. I think R*'s already patched that, good on them. Here's a free quote:
Ernest Hemingway
When people talk, listen completely. Most people never listen.
I think that sums up the general reaction to this on GTAForums/Se7enSins/whatever place these kids frequent. If all goes well, this'll quell them until they find something else to nitpick...