Police Content Fixes and Improvements

  • Crime Groups like “Rural Crime” and “Organised Crime” and “Violent Crime” etc.

    We may implement something similar to the National Crime Agency however it will not be named this, as that is already a registered name of a specific organisation.

    If we implemented BTP specifically it wouldn’t be anytime in the foreseeable future. Planning updates doesn’t take much time. Pushing the devs to deliver them can take months (understatement).

    I’ve not had an issue with Armed Cell Vans not counting for firearms missions. If this is the case, make sure that the requirements for the mission are personnel and not vehicles. Please screenshot any instances where it is not working as it should be, and submit it to the support chat in-game for the devs to fix.

    I’ve not said anything about the armed units.
    I just said about having non armed cell vans.
    Thank u for commenting on the other things. Hopefully look forward to seeing them in the future.
    do u know why it takes devs so long delivery new updates. It seems to be longer and longer between each update compared to when I first started playing they were regular.

  • I’ve not said anything about the armed units.
    I just said about having non armed cell vans.
    Thank u for commenting on the other things. Hopefully look forward to seeing them in the future.
    do u know why it takes devs so long delivery new updates. It seems to be longer and longer between each update compared to when I first started playing they were regular.

    I was replying to someone else as well as you, hence the Armed Cell Van comment.

    The Devs manage multiple servers such as UK, USA, Australia, Germany, Netherlands, France, Japan etc. there are lots more than just the three on this forum. The Devs also manage several other mobile games. We are, unfortunately, just one small part of their portfolio.

    How about getting Pol Air to patrol, like in rea life, the Helos do not just take off for events they actually patrol

    This will not be happening on the UK server. Our NPAS (National Police Air Service) does not “patrol”. They respond to specific taskings & incidents only. It costs too much to fuel & fly them without a specific purpose. It happens a lot in the US, and this is where I would be glad to see some patrol function for them. This thread is not for the US.

  • I was replying to someone else as well as you, hence the Armed Cell Van comment.

    The Devs manage multiple servers such as UK, USA, Australia, Germany, Netherlands, France, Japan etc. there are lots more than just the three on this forum. The Devs also manage several other mobile games. We are, unfortunately, just one small part of their portfolio.

    This will not be happening on the UK server. Our NPAS (National Police Air Service) does not “patrol”. They respond to specific taskings & incidents only. It costs too much to fuel & fly them without a specific purpose. It happens a lot in the US, and this is where I would be glad to see some patrol function for them. This thread is not for the US.

  • I just want to underline how broken the ARR for 'police car' is. It's great that most missions accept traffic cars, dog units, PSUs, etc as substitutes for IRVs. I wouldn't want that changed. But by not having an IRV option in the ARR it means we have to manually check after dispatch to see if vehicles incapable of transpor have been sent every time if there's a prisoner requirement on the mission. The current 'police car' option should be renamed 'Any police car', and stay and work as it does now (at least partially to avoid breaking everyone's ARRs, but also because it does serve a purpose), but an 'IRV' option should be added which dispatches an IRV specifically. The US version has this option.

    The 'Armed Response Vehicle' should be renamed to 'Any Armed Response Vehicle', to make it clear that it dispatches both ARVs, Armed Traffic Cars, etc. At the moment we have 'Armed Response Vehicle' and 'Armed Response Vehicle (ARV)' which isn't very intuitive.

    I agree about exploring the requirement for a certain number of personnel. Leitstellenspiel uses this method quite well with plenty of missions that have low vehicle requirements but high personnel requirements (field fires, for example). Doing it this way is not only more realistic but also encourages the use of vehicles which currently see almost no use: personnel carriers across all three services.

    More police missions should require drones. I'd like to see new missions added, and variants of existing missions be added with drone requirements where the player has police drone vehicles. Drone vehicles should also be capable of acting as a police car, perhaps with no transport capability.

    The Statement Gathering mission should probably be converted to a timed mission, for consistency about how appointment-type non-emergency missions are handled.

    Metal Burglary, which is generated from the Goods Station POI, should have a (low) chance of having a casualty to treat, discovered at the end of the mission. Copper thefts from railways are extremely dangerous irl.

    All four Trespasser on Railway Line missions should have a similar low chance for a casualty at the end.

    There should be a variant of Animal Attack which requires one firearms officer to attend.

    Panic Button Activation should not require a DSU. The nature of these incidents is more that every nearby officer attends (as is evident from the 10 car requirement) rather than needing a dog unit specifically. Given the frequency of this mission appearing as an expansion, the dog requirement is simply an annoyance rather than a meaningful thing.

    The probability of a DSU being required for Fight on Train should be decreased from 100% to ~10%.

    Internal Theft at Auto Parts Store should be renamed as it hasn't been localised from the US game. I suggest Internal Theft at Garage or Internal Theft at Car Parts Shop.

    Group Of Vagrants Slash Car Tires In Supermarket Parking Lot needs similar localisation: car park.

    I would like to see some standardisation of mission naming conventions, though I know we're unlikely to get that. What I mean here is the game at one point used generic names like 'criminal damage' but has now shifted towards more descriptive language like 'group of vagrants slash tires in supermarket parking lot'. I personally prefer the older generic style, but if we are going to have the descriptive ones than the old missions should be given a spit and polish too; having a mixture of the two styles makes the latter feel out of place.

    Consideration should be given to making Police Medics count as having Public Order Level 2 at least, or exempting Police Medic from the dual-training restrictions. At the moment the game is unable to simulate the reality of a public order PSU due to Sergeants, Inspectors, and Medics all clashing with Public Order Level 1/2 training. I understand that this is a game and there do need to be contrivances for balance, but since Police Medics are pretty much exclusively required on public order missions, they should not be subtracting public order-trained personnel from PSUs.

    In recent weeks I had to disable Mission Expansion, and it boiled down to one reason: Panic Button Activations are waaay too common. The probability of spreading into a panic button should be significantly less or the rewards for that mission should be significantly higher. This particular spread is punishing and disruptive in a way that other missions which spread are not. With fire missions, an expansion results in better rewards for the additional resources and is generally welcome. For police missions expansion all too often simply punishes the player as the result of a dice roll.

    I also feel DSUs are required for too many missions. Please have a look through and either remove some or (preferably) dial down the probability of them being required. This would be far more realistic - most police forces do not have many dog units available and if resolving calls in real life required them as often as missionchief does our policing system would collapse.

    I won't go into suggesting new content packs (having said that, a proper roads policing one would be good, plus an investigation one including CID, forensics, etc), but in terms of low hanging fruit for new units, I would like to see a police welfare unit.

    There should be some more use for the Joint Response Unit. Perhaps if players have a JRU there could be variants of missions requiring one which pay a bit more?

    Police content in general needs to have its payouts bumping a bit. It is almost universally less rewarding for the investment than fire content.

  • omnishambles Wow! Lots to get through there - apologies if I don't address anything, I likely will have just missed it.

    ARRs have already been raised to the Devs as a priority fix. I have since chased it up, but we haven't had anything back yet. We are hoping fixes will be introduced sooner rather than later.

    Introducing more personnel requirements is definitely something we feel could give the game greater flexibility for those using vehicles just like the personnel carrier.

    We have planned for drones to be introduced to various upcoming police missions - when exactly they will be introduced, again is out of our hands. As for the Drone Vehicles, I will discuss this with the other police content advisor as to how this would be best to introduce. I know there is a large difference between dedicated & specialist drone teams & drone-carrying / qualified officers assigned to other units such as roads policing / firearms. I don't know at this stage whether it would be appropriate to give drone vehicles the ability to act as IRVs (minus transport) as this would potentially conflict with specialist / sensitive kit on-board which would not normally be left unattended when responding to incidents the same way an IRV might be.

    There are a number of mission changes submitted alongside the ARR fixes - we are likely to see both introduced simultaneously however again this is not even close to a guarantee.

    For all upcoming police missions the Police Content Advisors submit, we are doing our best to avoid 'descriptive' mission names & to stick instead to more professional & realistic incident names. All will, as above, be subject to Devs tweaking things as and when they feel like it, or adding their own which we have not suggested.

    I will note your request for medics to be given the ability to work as dual trained with PSU, however there may be push-back as to whether this applies to L1 or L2 as the staff member could be trained in both, and in Medic, and the game would only be able to recognise one. I will also say that medics, whilst PSU trained in real life, would not form the basis of a Serial, and would generally be 'extra' alongside those stood shoulder-to-shoulder. As such, it may be that the decision is made to keep them separate.

    I will note panic buttons down to discuss as this is not the first time this has been brought up, and is rightly frustrating given how it is not all that common IRL.

    We have plans to introduce a swathe of police missions which are not DSU-specific, as such this may balance out existing missions. That being said, we can always look at listing certain missions to adjust with regard to this, however the Devs will only respond to so much at any given time & this may fall on the back-burner for the time being in order to ensure more impactful things (such as ARRs) are dealt with as a priority.

    A police welfare unit is very unlikely to be created. At real protracted incidents, the majority of welfare supplies are from the fire service. Many police services, including the one I work for, have service-level agreements to share FRS welfare provisions when not required at a fire-service-led incident. The police do of course have welfare staff & vehicles, but these usually travel station-to-station and are not seen at incidents. They are not usually crewed by police officers, do not have blue lights and are not generally the responsibility of dispatchers / control room staff.

    I would like to see the JRU used for more mental-health related incidents. The first, and only (to my knowledge) mental health incident which was implemented created such a heavy backlash from players that the Devs retracted it the same day, with an apology, and the likelihood of them attempting it again is slim-to-non. For any players who were part of that backlash and since changed your mind, unfortunately the Devs are likely to change theirs now. Be careful what you wish not to have...

    We are introducing new missions with increased pay-outs compared to existing missions. TBC when they will be released by the Devs.

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