Gooochy I will be looking at if bikes can be implemented, and how, later down the line once existing issues have been fixed.
Will add PSU transporting to the list of things to bring up.
Police Content Fixes and Improvements
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Second Message from Mr Chewie - again, adding this here to share thoughts on things so that everyone can see the suggestions & responses.
QuoteCompletely get that, I didn't explain it properly re CADs, just bring the calls in line with actual British call typed, I.e. instead of brawl, fight in progress, Burglary amongst the forces I was in was either Burglary in progress or Burglary not recent, location residential/commercial wasn't included on the headline.
- Definitely agree the wording needs to be brought in like with British call types. I definitely think in progress, recent and not recent burglary types should be introduced but I also think since we already have residential, commercial & office, we might as well use them to diversify the calls a tad more.
QuoteRe TASER, I get the logic, alas, my only rebuttal would be it's not something that probationers leave the PC with and is a specialist course, much like roads policing, for example.
- In my force, blue light training can take over 2 years to obtain post-probation. Again, that being said, I’d like to see TASER as an addition down the line, when another opportunity to push it comes out and if player opinions are positive of it.
QuoteSomething else that would give a nice dimension is having crime groups, both for attending calls, I.e. a stabbing requiring a DC & DS to attend, for example (albeit let's be honest, that's not realistic 🤣). But perhaps additional custody extensions, like the hospital extensions, to speed up custody clocks (albeit i know the timer is only 1h).
- I’ve been drafting a CID update in the background - just brainstorming ideas at this stage, nothing concrete and nothing to come anytime soon - but agree it would add a good level of additional detail. Forensics too. In relation to custody, I’m not sure how an extension to decrease the time inside would work at this stage, but there may be changes coming to this, depending on the devs & how work goes with it. I know some players want dedicated suites, others prisons & others a courts system, where some want it to mirror how patients are dealt with in-game.
QuoteRe MTA/MFA, that's why I opted for the older call type, but again, understand Devs point of view.
- I see why you went down that route. I’m sure there are other options with regard to the existing and future firearm incidents in-game that could work as a compromise.
QuoteI get that re negotiating, it is niche, would just be a nice dimension add be able to have call types expand.
- Agreed - further opportunities for specialisms will add to detail within the game.
QuoteThe devs already covered L1 & L2 PO, but what about tac ads as a minimum? The ingame to IRL deployment equivalent would have one without a doubt. Could, and I say could lacking italics, look at adding EGT, PLO's, etc... again *could*.
- Tactical Advisors is something to look at, not just in policing but across fire and potentially amb/coastguard. I’d imagine it would be something that, if introduced at all, would be introduced across all relevant services around the same time. Will add it to my list of maybe’s to bring up to other advisors when the time comes.
Evidence Gathering Teams, Protest Liaison Officers etc would be much more niche, and could end up being left for players “in the know” to simulate by way of ARR “Own Categories”.
QuoteLooking forward to the new mission types! You could, theoretically, have them spawn out of other jobs I.e. county lines (rpu) mission could have a follow on mission of a S23 warrant....
- I absolutely am thinking warrants could be spawned from other missions, the way “follow-up missions” work for the US game’s Federal Police Missions.
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Public Order officers and vehicles need to be added to the alliance mission creator.
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Public Order officers and vehicles need to be added to the alliance mission creator.
Added to the list 👍
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I'm Not Sure If It's a Bug But I've Noticed On The UK End The Vehicles Don't Follow The Road Paths
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I'm Not Sure If It's a Bug But I've Noticed On The UK End The Vehicles Don't Follow The Road Paths
Not something content related, will be due to visual maps using outdated routes as they are not updated at the same time. Has been raised in bug reports & on forum previously, and is not specific to UK version of the game.
Please use the edit option to add to your post instead of double-posting, as per forum rules.
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Alliance Missions:
Remove the ARV (Vehicle) one & Remove Armed Cell Van (Vehicle) one
And Change it to Firearms Staff (like with reg missions)
And Super Minor but Police helicopter -> Police Helicopter
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Not something content related, will be due to visual maps using outdated routes as they are not updated at the same time. Has been raised in bug reports & on forum previously, and is not specific to UK version of the game.
Please use the edit option to add to your post instead of double-posting, as per forum rules.
Sorry About That
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It's a bit of a big change but is it possible to look at staff rather than vehicles for police missions? A panic button doesn't need 10 single crewed IRVs if there's a public order serial around the corner.
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It's a bit of a big change but is it possible to look at staff rather than vehicles for police missions? A panic button doesn't need 10 single crewed IRVs if there's a public order serial around the corner.
I’ve actually been thinking about this on and off recently and I have to agree, the vast majority of incidents for police aren’t ones requiring specialist vehicles. Obvious exceptions being traffic, firearms & dogs.
Will be experimenting with this on and off in my spare time - looking at how many missions this would effect and the cost/benefit to players, as well as to the devs, whether vehicle prices would need to be adjusted, or mission payouts reduced in some cases etc. -
Maybe some mission requirement adjustments?
Demonstration Against the Construction of a Motorway Project - Add some PSU resources and possibly traffic cars? (increase pay with it)
Vehicle driving towards traffic (fast road) - Bump Pay 1300 isnt enough for 8 police resouces
Multiple Vehicle RTC - Major Incident - Add 4 Traffic Cars to all variants then bump pay to accommodate
Coach Rollover RTC - Add 2 Traffic Cars then slightly bump pay
Livestock on road - Reduce Police Cars 4 IRVs is excessive, change to 1
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Maybe some mission requirement adjustments?
Demonstration Against the Construction of a Motorway Project - Add some PSU resources and possibly traffic cars? (increase pay with it)
Vehicle driving towards traffic (fast road) - Bump Pay 1300 isnt enough for 8 police resouces
Multiple Vehicle RTC - Major Incident - Add 4 Traffic Cars to all variants then bump pay to accommodate
Coach Rollover RTC - Add 2 Traffic Cars then slightly bump pay
Livestock on road - Reduce Police Cars 4 IRVs is excessive, change to 1
Thanks for the extra suggestions, I'll add them to my list and look at what we can do - not everything suggested may be implemented, my role is effectively to ask the devs pretty please and then they have the final decision...
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