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LCPDFR: Suspect Updates and More

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I have a few ideas for new content in LCPDFR.
 
SUGGESTIONS: 

  • Suspect Updates
  • Takedown Methods
  • ERS Code Utilization, Warrant Info, and Offense Remembrance

Suggestion 1: Suspect Updates 
Ever wondered what happened to the people you arrested after they were hauled away? Well, I have an idea to help you solve the mystery.
 
CONCEPT
After arresting someone and either you or Prisoner Transport takes them off to jail for things such as drug possession, 1-2 in-game weeks later, you will get either an email or text message in-game about what exactly happened to them after they went to jail and if they are out of jail, it will tell you to keep a look out for them if the offense was serious. Offense severity will be huge in Suspect Updates.
 
Sam put up a suggestion about Wanted Levels and it would pretty much play off of that system if it were implemented. I have placed the quoted thread from Sam below.
 
Note: I take no credit for the idea of the Wanted Levels, I just came up with an idea based off of that suggestion.


Original Thread: '?do=embed' frameborder='0' data-embedContent>>

While the pursuit system being completely overhauled in LCPDFR 1.0 has no doubt provided a much richer experience, I've been looking at ways to further enhance this, to bring out the true potential of the mod.  At the moment, my idea is to implement wanted levels in LCPDFR, similar to those in GTA IV, ranging from 1 to 6 stars.  Each ped would have a wanted level attribute so to speak, which would be 0 by default, and 6 at maximum.  In addition to this, a 'deadly force' attribute would also exist, which would be off by default, and only triggered on when necessary (e.g. the suspect shoots at officers).  This would mean that a suspect could have a 6 star wanted level, but deadly force would not be used.

 

1 Star

  • Gained for minor infractions.
  • Nearby or responding officers will attempt to reprimand (verbal warning) the suspect.
  • If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, and then issue a warning.
  • Determined attempts to locate the suspect will not be made and officers will give up relatively quickly.
  • Small search area.

2 Star

  • Gained for minor misdemeanors.
  • Nearby or responding officers will attempt to reprimand and ticket the suspect.
  • If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, and then issue a ticket.
  • Officers will be more determined to ticket the suspect.
  • Small search area.

3 Star

  • Gained for any arrestable offence, or resisting a 1 or 2 star wanted level.
  • Officers will attempt to arrest the suspect.
  • If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect.
  • Determined attempts will be made to locate the suspect.
  • Specialist units will become involved if nearby.
  • Medium sized search area.

4 Star

  • Gained for serious crimes or resisting a 3 star wanted level.
  • Officers will attempt to arrest the suspect.
  • If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect.
  • Determined attempts will be made to locate the suspect.
  • Advanced tactics will be used, including helicopters and roadblocks.
  • Specialist units will be actively involved.
  • Medium sized search area.

5 Star

  • Gained at the instruction of pursuing officers.
  • Officers will attempt to arrest the suspect.
  • If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect.
  • Determined attempts will be made to locate the suspect.
  • Advanced tactics will be used, including helicopters and roadblocks.
  • Specialist units will be actively involved.
  • Large search area.

6 Star

  • Gained at the instruction of pursuing officers.
  • Officers will attempt to arrest the suspect.
  • If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect.
  • Determined attempts will be made to locate the suspect.
  • Advanced tactics will be used, including helicopters and roadblocks.
  • LCPD units will play a lesser role.
  • Specialist units will play a major role.
  • Very large search area.

In addition to this, enabling deadly force on a suspect will result in an instant 3 star wanted level.

 

Anyway, the point of posting this was to get some suggestions and feedback on the proposal, which I think will be a much better way of doing things.

 

Suggestion 2: Takedown Methods
This idea popped into my head when I was chasing a suspect, my Taser wouldn't reach and I didn't want to use lethal force. What about new Takedown Methods. Now, the Takedown Methods can be either on-foot or vehicle takedowns. 
 
TAKEDOWN METHODS

  • Tackling (On-foot chases)
  • Authorised Pit Maneuvers 
  • Frisk Takedowns (When suspect resists to cooperate during frisk searches)

​Tackling
 
When the suspect resists arrest and starts to run on-foot, you would be able to tackle the suspect from a range of 15-20 feet.
 


Successful Tackles will require the following:

  • Must be within a range of 15-20 feet
  • Suspect must run on-foot before the Tackle Takedown can be performed

 

 

Unsuccessful Tackles will result in:

  • Face dives
  • Chance of losing sight of suspect


Authorised Pit Maneuvers
 
When the suspect flees in a vehicle, whether it's theirs or they stole it, you will be able to ask for a Pit Maneuver. Officers will give you an 'OK' when you have an open area or they will perform the Pit Maneuver if they are closer to the suspect than you are.
 


Pit Maneuver Requirements:

  • Suspect must flee(resist arrest) and be inside of a vehicle
  • Suspect must have a Two Star Wanted Level(refer to quoted thread at the beginning)
  • Officers must have an 'OK' in order to perform a Pit Maneuver


You will be able to ask for a Pit Maneuver by holding down Caps Lock and hovering over the "Request Pit Maneuver" option. If successful, you will be able to enable Pit Maneuver(Key binds) and an animation like the Frisk animation will be performed. Failure to have the above requirements when requesting a Pit Maneuver will result in A.I. Officers to say "Negative." 
 
Frisk Takedown Methods
 
There are multiple Frisk Takedown methods that real officers use everyday when the suspect resist arrest during the frisk. Listed below are brief descriptions on what a couple of those methods are and how they are performed in real police work.
 
Rear Pull-down


Description: 

The key to this technique is quickly and forcefully breaking the suspect's vertical plane simultaneously backward and downward; gravity will do the rest. This technique results in a disengagement from the suspect, affording the opportunity to transition to other force options or methods of control.

 
How it is performed:

The Rear Pull-down can be initiated from the standing basic search position regardless of which hand you are using to control the suspect's hands. The key is to use that hand to break the suspect's vertical plane both backward and downward simultaneously, while you use your footwork to "open a hole" for the suspect to fall into.

In this case, where the head goes, the body will follow. Because you are controlling the suspect's hands, which are connected to his head, you are able to quickly and efficiently move his head and spine backward and downward, breaking his vertical plane.

As the suspect begins to fall, you let go of his hands, adjust your stance appropriately, and prepare to initiate your next action. If you need to generate a little more force to initiate the takedown, bring your free (searching) hand to the suspect's elbow and push downward as you pull his hand.

 

Rear Pull-down with Arm Compression


Description:

 This technique is initiated in the same way as the Rear Pull-down, but enhanced with a controlling movement to assist with the take down and to further control the suspect once she is on the ground.

 
How it is performed:

The Rear Pull-down with Arm Compression can also be initiated from the standing basic search position regardless of which hand you are using to control the suspect's hands. Use your controlling hand to initiate backward and downward movement of the suspect's hands and head. As this occurs, use your free (searching) arm to wrap around the suspect's arm, midway between the suspect's wrist and elbow. Quickly move your controlling hand to a supporting position on your wrapping wrist, locking down and compressing the suspect's arm.

Depending on which arm you are compressing, relative to your stance, you may have to adjust your feet to facilitate the arm compression and/or open the hole for the takedown.

Once the arm is compressed, drive your hips toward the hole, bringing the suspect to the ground forcefully. Once on the ground, maintain control of the suspect in the arm compression position long enough to disengage or, preferably, transition into a shoulder-lock prone control.


 
These methods will only have one requirement which is that the suspect must resist arrest when in the frisking animation.

 

Suggestion 3: Offense Remembrance/Warrant Information(Single Suspect) & Backup Response and Code Utilization

 

Offense Remembrance would be a great thing to add into the game because if you have a suspect who was drunk driving but when and if you frisk them and they have drugs on them, LCPDFR should be able to remember what those offenses are and the officer should be able to report that to dispatch. Warrant Information is what I have been wanting in LCPDFR for a while. When you pull someone over, ask for their ID, and run their name, the amount of Warrants they have are available but you really cannot do anything about it besides ask them to step out of the car and arrest them. 

 

Backup Response Times are ridiculously slow in my opinion. I feel that if I called in backup, in the amount of time it takes them to arrive I could have already had the suspect in custody and then some. The amount of time it takes backup to respond should utilize the Codes that are given to dispatch.

 

The codes below are real life ESR codes.

 

Codes

  • CODE 1: Non-emergency response. No lights or siren, following the flow of traffic.
  • CODE 2: Non-life threatening emergency response. Use of emergency lights ONLY! Must come to a stop at red lights before proceeding through them.
  • CODE 3: Life-threat response. Emergency traffic, or simultaneous use of lights and siren required in order to achieve a rapid response. In most circumstances this does allow the responding unit to ignore jurisdictional traffic laws, but does not allow the responding unit operate without due regard to safety.
  • CODE 4: All clear or I am okay. Also used to tell another unit they can disregard.
  • CODE 5: Area under surveillance. All marked units stay out of area.
  • CODE 6: Calling for a cover unit(s).
  • CODE 7: Lunch break.
  • CODE 8: Confidential information.
  • CODE 9: All non-emergency traffic stay off the radio. A beep transmits over the air every couple of seconds.
  • CODE 0: Big emergency. All units in the area respond code 3 to the units' location.
  • Caution Alpha: Possibly armed
  • Caution Mike: Mentally unstable
  • Caution Victor: Violent

 

Anyways, those are my suggestions. I put a lot of time and effort creating this thread so any and all feedback is very much appreciated. 

 

Also, Sam, if you want me to remove your suggestion from this thread, just let me know in a PM.

 

Thank you,

 

Officer Yak

Edited by Pdx

Damn, Must have taking you an long time to type and think all of that yet :unsure:

 

Really good suggestions, I hope that, some of these would be implanted

lcuoUWl.gif 

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  • Author

Damn, Must have taking you an long time to type and think all of that yet :unsure:

 

Really good suggestions, I hope that, some of these would be implanted

 

Thanks man! It took more time to think about it than it did to type it to be completely honest. I changed Suggestion #3 about 5 or 6 times before I came up with what it currently is. 

 

Still have time to change it again lol.

1. About suspects update... Well, I can't speak for everyone, but most of my game sessions end within an hour with a game crashing :D So there's no way to save the game for me. Then, there are a lot of perps arrested in two weeks. Keeping information about all of them will really load the system. It's the same thing as with traffic stops: ped spawns out of nowhere with a random generated record - you fine him - his records are updated - but when he disappears from the game, the information about him disappears too. 

 

2. I saw somewhere on this forum that animation for on-foot takedowns cannot be implemented in the game due to the engine limitations. Sam or Jay did a post about it, sadly.

Authorization for PIT... Well, it sounds very nice, but in GTA, where AI constantly crashes into other cars, lampposts, trees, peds, and rams the suspect without any authorization. Plus, my chases are hardly long to wait for helicopter's actual appearing, they usually end in a few minutes.

 

3.Remembering the info about all perps is impossible for now for the reasons stated in 1. But I do agree about the warrants list, and I too would prefer to see ten-codes in the game. Hope this will be added, yeah

 

 

Edited by Hastings

When the suspect resists arrest and starts to run on-foot, you would be able to tackle the suspect from a range of 15-20 feet.

 

uh, what ?

   
 
   
    UPSTATE NEW YORK
 CORRECTIONS OFFICER
  • Author

When the suspect resists arrest and starts to run on-foot, you would be able to tackle the suspect from a range of 15-20 feet.

 

uh, what ?

 

Considering the average american male is 6'2'', they would be able to almost "throw" themselves an extra 11 feet. I was thinking of long jumpers when I thought of the range so it would probably be within a 10-15 foot range.

Considering the average american male is 6'2'', they would be able to almost "throw" themselves an extra 11 feet. I was thinking of long jumpers when I thought of the range so it would probably be within a 10-15 foot range.

There was a suggestion for this a while back, I commented on it but can't locate it again. Sam said that they had already tried to implement jumping tackles but it looked wrong and didn't work all to well, so they won't add that.

Your other takedowns likely will have the same problem.

The pit idea I like but would either require a huge amount of logic to read the roads and traffic that it would be too much for a small feature, or would be so small it would be an effort for players to use it so it would never get used.

As for suspect updates I dislike the idea of getting an update in game, purely because I don't ever play lcpdfr in such a way that I work shifts and such like some people do. I just load up, play for an hour or so and quit when I've had enough.

I do however like the idea of being updated randomly in the game, like a callout but more a random event.

Just my thoughts though. :)

Edited by LukeD

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Great ideas. I hope most of this gets implemented either by API devs or the LCPDFR devs.

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