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Sam

Wanted Levels in LCPDFR?

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I see a lot of potential in this addition, but it seems as if it'll be extremely buggy. I'd say work on fixing the existing bugs before adding anything new. I wouldn't mind it being added, just as long as everything else is fixed first.

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Wow the potential in this is insane. I'm looking forward to further news about this :)

Will we likely see API integration for this too? (I hope so)

 

 

Also a suggestion for this, can we allow the player to be able to advise on the situation for example we may be partaking in an event with a 2 star suspect but manually feel the need to make it a 3 star, that way the play can advise control and adjust the level manually.

The same would apply for downgrading a situation should it require it.

Edited by LukeD

GTA V Mods: [WIP] More Control V [WIP] CalloutsV [WIP] LSPDFR Chroma
GTA IV Mods: [REL] Callouts+

 

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Also a suggestion for this, can we allow the player to be able to advise on the situation for example we may be partaking in an event with a 2 star suspect but manually feel the need to make it a 3 star, that way the play can advise control and adjust the level manually.

The same would apply for downgrading a situation should it require it.

 

I think it would be nice if the player was in control of the wanted levels, I.E. manually having to increase the level. I personally don't want pursuits with specialised units and all that stuff, I'm happy with normal police cars and a helicopter, anything else is unnecessary IMO.

 

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Would really like to see how this pans out.  Player activation as a factor of this would also be interesting to see if at all possible to implement.  Thanks for all the hard work you put into this mod Sam, really.  It's all I play now really haha..especially since there are no other worthwhile police simulations available at the moment.

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+1 But i must agree with Nicolai on the ability to manually set the level. For example a chase could be a level 5 in one minute. Then the chase could be over. And needless to say, alot of special units crashing on top of you trying to apprehend the poor guy who accidentally hit some peds and gained 5 stars would be awfull :) 

Would be great to have the chance to step up the levels according to the situation at hand :)

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I wouldn't mind having an .ini option to configure it, so that the end user has more control over the system.  A wanted level system is fine by me, but not everyone wants the same system.  Allowing people to tweak it a little (or disable completely) would be good.

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Sounds awesome for adding another dimension to pursuits. It's a bit weird chasing down a suspect on an expired license and having 30 patrol cars chasing them.

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It would be quite nice to set the response of the ai in pursuits. I think allowing the player to 'call off' the pursuit if it becomes too dangerous would add extra levels of realism.

For example, suspect starts driving the wrong way down a highway during times of heavy traffic.

Edited by MartyniP

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I was thinking of this a day before you posted this about setting wanted levels to a suspect! then it suddenly came true (Future)

This idea is very nice, could you also make the suspect like surrendering? The enemy AI really doesn't want to give up unless told to exit the car. Like in the real world, suspects sometimes tend to surrender by stopping their vehicle gently and peacefully and start raising his hand.

this is a great feature, but of course, could you fix all bugs like, in my situation, the taser is still a nailgun even I put the taser files as exactly as told, and putting all the LCPDFR 1.0a Manual Installation files in Game directory. And also, my taser is holstered in my belt, then when I go off duty, I am seeing the taser model floating on the marker where I went off duty, then the game suddenly crashed. It happened to me always.

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I like the Idea, Here is an idea I just thought of.

Their should be Suspects that have Warrants

and we have a list of Clue and the Crime scene

info. etc. Known associates N' we have to find

them, Serve Warrants etc.

 

Sergeanto!

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If my other suggestion on complete customization of the AI backup won't be implemented, what about choosing what weapons cops use at certain wanted levels for the suspect? Something along the lines of the default option from GTA 4, of cops using glocks at 1 and 2 stars and cops in the passenger seat using shotguns at 3+ stars would be a good start.


Sticks and stones may break bones, but 5.56 fragments on impact.

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I really like this idea, actually. I like what's been done to the pursuit system in v1.0, but this'd make it even more realistic. A very large +Support from me.

 

Absolutely, I think 1.0 only really scratches the surface in terms of the depth that the mod could go into, but getting this far was a big challenge, and it's going to be a very nice base to build on for future releases once all of the kinks are worked out.

 

There's a lot of things that I'd like to do, but I think the wanted levels are going to be the place to start, and I'll see if I can get the ball rolling with it.


"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

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