{
  "title": "🚔 Cops vs Criminals — Player Feedback (Round 2)",
  "description": "Round 2 of the cop/criminal review. Pick one option per question — your role (Q0) decides which side your answers count for. Round 1 settled the big directions; this round settles the details.",
  "response_mode": "single",
  "questions": [
    {
      "text": "Q0 Your role",
      "type": "single",
      "options": ["COP", "CRIMINAL", "BOTH"],
      "required": true,
      "description": "Who are you answering as? Your role decides which side your answers count for."
    },
    {
      "text": "Q1 TP escape while wanted",
      "type": "single",
      "options": [
        "A — Block all TP while wanted",
        "B — Paid bail: marker TP allowed at ×3 cost",
        "C — Block TP only within 500m of cops",
        "D — Keep current: TP away stays allowed"
      ],
      "required": true,
      "description": "Wanted players can escape a chase by teleporting (/tp free, /tp2marker paid). Pick a fix:"
    },
    {
      "text": "Q2 Logout timer",
      "type": "single",
      "options": [
        "A — 5 minutes",
        "B — 10 minutes",
        "C — 15 minutes",
        "D — Keep current: instant arrest"
      ],
      "required": true,
      "description": "Logout near cops = instant arrest (crashes count). Timer instead: return in time = no arrest."
    },
    {
      "text": "Q3 Tracking precision",
      "type": "single",
      "options": [
        "A — Exact at any range (current)",
        "B — 4-way under 1.5km, 8-way beyond",
        "C — 4-way to 3km, '3km+' beyond",
        "D — Exact under 1.5km only, 8-way beyond"
      ],
      "required": true,
      "description": "How exact should police compass info on a wanted player be at each range?"
    },
    {
      "text": "Q4 Speed vs tracking",
      "type": "single",
      "options": [
        "A — Yes: slow down to break tracking",
        "B — Keep: fast = tracked tighter"
      ],
      "required": true,
      "description": "Driving FAST currently makes police track you MORE often. Flip it?"
    },
    {
      "text": "Q5 Far update frequency",
      "type": "single",
      "options": [
        "A — Slower when far (every 20–30s)",
        "B — Keep: same 5–15s at any distance"
      ],
      "required": true,
      "description": "How often should tracking updates arrive when the suspect is far (over 1.5km)?"
    },
    {
      "text": "Q6 Cop camping in chases",
      "type": "single",
      "options": [
        "A — Keep: park as long as you want",
        "B — Parked 5+ min = lose tracking + rewards until moving",
        "C — Parked 5+ min = recalled to police station"
      ],
      "required": true,
      "description": "Chasing cops can stay parked forever, camping a spot. Should a timer keep them moving?"
    },
    {
      "text": "Q7 Delivery spot warning",
      "type": "single",
      "options": [
        "A — Yes, warn everyone",
        "B — Warn only illegal-cargo haulers",
        "C — No warning, camping stays hidden"
      ],
      "required": true,
      "description": "Officer parked minutes near an illegal delivery spot = 'police activity' popup on approach."
    },
    {
      "text": "Q8 What did we miss?",
      "type": "text",
      "style": "paragraph",
      "required": false,
      "max_length": 1000,
      "min_length": 0,
      "description": "Name ONE cop-vs-criminal issue these questions missed. Best answers seed round 3.",
      "placeholder": "Name one issue and why it bothers you..."
    }
  ]
}
