I'm iffy on the idea of an RP like that because I feel like that kills off potential of a story really fast, unless you're not going for story. It's like in CoC or D&D, chances are the Keeper/GM won't kill you off after one close encounter with death, (in fact the rule books says to give them at least two chances to escape death.) because it takes the hours of character creation and throws it away. Not to say it's going to be that much of a waste in an RP like that because it's just an RP, but I personally play for story and I want to see a characters develop.
...I think we've encountered two very different types of GMs, the ones I run into will kill your character if you screw up bad enough, or if your just plain unlucky in a game. I also feel like there should be a chance for characters to die, but I guess that's personal opinion and taste.
Anyhow, gonna go ahead and scrap that idea, and I'll work on a couple of ideas including the Crime.net RP I mentioned.
anyhow number two: Anyone interested in an RP where your normal people who got fed up with crime and decided to become heroes inspired by comic book heroes? Or just a super hero RP? Don't know why but I just feel like making a hero/superhero RP.
Well the main problem is (and you can look at Hotline Miami RP for an example) is that translating what is a high-octane, adrenaline fueled music blasting game doesn't translate well to forum RP for the several reasons, the main reason being the lack of fast paced actions as many of the players are in different timezones and what not. A Hotline Miami RP would work if you were all in a skype chat constantly rolling dice to see how fast you're killing guys with some music blarring in the background.
I mean you can type out all the violence, waves of enemies, car crashes, etc... you want; but it'll never capture the "game's feel" unless you're describing its slower sections. A Heist-Based Criminal RP could work if it was focused on 1 huge heist, and with the focus more on the characters then the event. With a bunch of "side/prep" missions to build up to a climax that will either make or break what will happen depending on their personalities and if they prepared the stuff well enough (AKA: Killing all the players if they trusted an inexperienced pilot to chopper them out of the bank or something.). But again you'd only have to throw in D&D sized monster battles at them, with them fighting at least 6 cops at a time that way you and the players aren't overwhelmed.
That and doing something like that would take a fuck-ton of prep on the GM end, having a good looking "blueprint-styled" map layout, maybe a map of the city so they could plan an escape route to a home base, have all the gear stat'd, and a ton of other details that would go into planning a bank or jewelry job. Because without any buildup to a heist it'll feel boring instead of interesting (Not knocking Payday 2, but in the RP sense you need some buildup to ensure the players actually give a shit).
And I think that's the mistake I made with the Hotline Miami RP, just jumped straight into the action without a buildup, invite to 50B, or any context as to why the characters would be joining. I could put as much Synth and write as much over-the-top violence as I want, it won't make it interesting to myself (Which is why I basically decided to just use the level editor for anything Hotline Miami in the future.)