{
  "title": "🚔 Cops vs Criminals — Player Feedback (Round 1)",
  "description": "We're reviewing the cop/criminal system and want input from **both sides** before any changes. Pick one option per question. Your role (Q1) decides which side your answers count for.\n\nRefresher: wanted = the stars (*) on your name. Decay is ~1 star per 2 min with no cop within 500m; freezes while you're offline.",
  "response_mode": "single",
  "questions": [
    {
      "text": "Who are you answering as?",
      "type": "single",
      "options": [
        "COP",
        "CRIMINAL",
        "BOTH"
      ]
    },
    {
      "text": "Q1 Tracking — Cops can track wanted players with distance + direction until they get within 500m of them. Is tracking fair?",
      "type": "single",
      "options": [
        "Too strong — cops find you too easily",
        "About right",
        "Too weak — cops can't find anyone"
      ]
    },
    {
      "text": "Q2 Escaping — You escape wanted by driving away and waiting ~10 minutes for it to decay. Escaping is:",
      "type": "single",
      "options": [
        "Too easy",
        "About right",
        "Too hard"
      ]
    },
    {
      "text": "Q3 Bounty — Your bounty grows with every illegal cargo payout: bigger earnings = bigger price on your head (and more confiscated if caught). Is that fair?",
      "type": "single",
      "options": [
        "Too punishing",
        "Fair",
        "Too lenient"
      ]
    },
    {
      "text": "Q4 Foot arrest — Arrests today: traffic stop, logging out near a cop, going underwater. Should cops also arrest ON FOOT by walking up close (within 30m) to a slow or stopped suspect?",
      "type": "single",
      "options": [
        "Yes, add foot arrest",
        "No, current arrest rules are enough",
        "Yes, but only if the suspect is stopped completely"
      ]
    },
    {
      "text": "Q5 Logout arrest — Logging out while wanted near a cop gets you arrested (crashes count too). Fair or cheap?",
      "type": "single",
      "options": [
        "Fair — logging out to dodge a chase should cost you",
        "Too harsh — crashes get punished too",
        "Too lenient — should apply at any distance"
      ]
    },
    {
      "text": "Q6 Asset recovery — Getting caught = jail (60s) + losing your cargo money. What % of the confiscated money should come back to you after serving your time?",
      "type": "single",
      "options": [
        "0% — everything goes to the treasury",
        "20%",
        "40%",
        "More than 40% (say your % in a comment)"
      ]
    },
    {
      "text": "Q7 Modded cars while wanted — Entering a modded vehicle while wanted despawns it (the car you were flagged in is spared). Should it instead stay and only be taken when you're arrested?",
      "type": "single",
      "options": [
        "Keep current — despawn modded cars while wanted",
        "Change — let it stay, seize at arrest",
        "Change — no vehicle rules, only the bounty matters"
      ]
    },
    {
      "text": "Q8 Jail time — Jail holds you 60 seconds with a boundary that pulls you back if you stray. Should jail time be longer?",
      "type": "single",
      "options": [
        "60 seconds is enough",
        "Longer — 2–5 minutes with early release",
        "Much longer — 5+ minutes with escape chances"
      ]
    },
    {
      "text": "Q9 Faction switch — Switching between cop and criminal has a 24-hour cooldown. The cooldown is:",
      "type": "single",
      "options": [
        "Too long",
        "About right",
        "Too short"
      ]
    }
  ]
}