Hmm you're right to some extent.Like I and someone else stated,we need to make civilian classes.Ones will help the defenders,ones will help the terrorists,and ones will be neutral.Those neutral ones should be limited in number,yet able to engage in combat,although they should be weakened in the terms of weapons,like you said.
We already have all the classes you mention: the police, the terrorists, and the civilians. I don't understand why anyone would prefer to protect or attack as a civilian instead of choosing to be one of the classes that is intended for protecting or attacking. Adding more classes would not only be redundant but also confusing to new players, who would likely wonder what the difference is between a defending civilian and a cop, and wonder what the difference is between an attacking civilian and a terrorist.
Pretty much the only map I choose to be a civilian in if I'm playing the gamemode is West Venturas, because it's really easy to get to the airport as a civilian. That's it. That's the only reason. Even then, I only do this when I'm attacking with a plane and don't want to lose time getting to the airport. If I try to protect, I get killed by security or cops while trying to help the President, which is totally fair and reasonable since I can easily flip on them.
What is the advantage of having your civilian subclasses over the classes that we already have? I can't see any.
Btw what's lagcomp?
Before SA-MP 0.3z, all shots had to be fired ahead of a target's movement in order to hit the target, like real life. This meant that weapons like the Deagle and the sniper rifle were far less powerful, because it was difficult to hit your opponent, whereas running weapons were about the same, they just had to aim ahead. This also meant that vehicles were not weak as they are today, since one couldn't easily pop tires with their first shot or hit them much from a distance unless they were both really skilled and lucky in predicting the direction their target was taking. The server was much more driving-oriented, but still had plenty of camping it weird areas and foot fighting (as I feel it should be) and armor fighting was pretty rare among regular players, since it was actually as difficult to fight on the ground as it was in vehicles, so it wasn't mindless. The fact that all shots were affected by lag shouldn't make you think that the pre-lagcomp days were in every way somehow technically worse. For example, since unaimed driveby shots are not lagcomped, vehicle chases without passengers are exactly the same with or without it.
Lagcomp gives the illusion of progress without actually fixing anything but some aimed weapons. The only thing it does is properly synchronize aimed bullets so you don't have to compensate for lag youself with those shots. Lagcomp does not affect unaimed shots from vehicles, rockets, grenades, saws, or pretty much anything besides aimed bullet shots. See my post
here for more information. This is great if your server is all about shooting mindlessly on the ground, it makes no difference if it's all about driving without passenger driveby (none of that is affected), but not great at all if your server involves driving mixed with aimed shooting, like ours, because it makes people on foot or drivebying from vehicles as passengers hugely powerful while doing nothing for vehicle drivers. Let it be noted that lagcomp is an option, not a requirement. It can be turned off.
With the advent of lagcomp in 0.3z, the balance of the server changed dramatically. The sniper rifle went from a relatively useless weapon against moving targets to the best weapon in the game against almost anything. M4s became overpowered because of their accuracy. Combat shotgun drivebys became especially powerful at close range. Cars became deathtraps because of their size and how easy they are to hit with aimed weapons, even when the shooter isn't chasing, so suddenly people relied on NRGs even more than they already did, while NRG driving became more difficult than it ever was because people could magically shoot tires out from a distance and with ease. Lagcomp is the reason why it is somewhat suicidal to driveby someone on foot: their shots will hit you every time if they're aiming right, while your driveby shots must perfectly compensate for lag on top of the fact that you present a huge target.
Lagcomp doesn't make it much easier for new players, either; even many of our regulars don't understand what it does and doesn't affect. Again, the only thing lagcomp does is synchronize aimed bullets so you don't have to compensate for lag. At least before, everything was consistent. Today, it seems that the majority of our server has no idea how to properly use vehicles because they wrongly assume they work the same way as aimed bullets, which has made vehicle use less effective.
In short, lagcomp fucked up the nice balance the gamemode had before it, and the owner at that time, Tenshi, did nothing to rectify the situation because he benefited from it and was lazy.* This huge change became the norm. Now, basically every class has grossly overpowered weapons which make the game more like tic-tac-toe in that you only have to fuck up once and you lose. Before, you fucked up and took some hits. Now, you fuck up and you die. With snipers available, "fucking up" can be as simple as being line-of-sight with a sniper user for long enough for them to click on you. There is no margin for error. For example, killing the President often no longer requires persistence and strategy, it just requires getting a line-of-sight on the President with a sniper. I still think this is broken and badly needs fixing.
* Tenshi failing to fix problems because he benefited from them and didn't want to is a common theme. Other "features" you can blame on Tenshi's legacy include our server's needless hostility to aircraft (Tenshi didn't like flying and knew little about it, and would often eject me from planes just because he didn't like being beaten with them), the now near-pointless watercamping timer (he didn't want to get a boat to kill someone, or just add boats to make it easier), the ability to spawn powerful weapons unrealistically out of nowhere with /holiday eng (you'll notice that this only benefits regulars who know about it), the lack of enforcement of /duty (he often ignored /duty himself), our regular-oriented culture, and our pay-to-win, overly-empowered VIPs. Back in Tenshi's day, some VIPs even gave Tenshi a little more money to become admins, with disastrous results. Often, the only way a problem was fixed was if the problem wasn't one that he could abuse. For example, when Deagle driveby suddenly became possible in 0.3c, I remember cars of civilians killing anyone in sight until they started killing Tenshi, at which point he permanently disabled it and restarted the server. Even with our problems, the server and culture we have now is a huge improvement.