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LSPDFR Wish/ Want List

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I like the suggestions everyone else has already made (especially the more interactive ideas like serious accidents and the different roles of law enforcement) but I would like the idea of a game warden. There's plenty of land and animals in the wilderness to make it interesting. Also working the highways would be a blast and I've already got some sneaky sit spots planned (if this works out as well as we hope it does! :smile:).

[img]http://www.lcpdfr.com/crimestats/user/46724/sig.jpg[/img]

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  • AgentCharles
    AgentCharles

    I don't know what features I'd want. The only thing I'm excited about is Highway / Traffic patrol Miles and Miles of highway, the AI actually driving realistic and fast, patrol those back country road

  • HankVoight
    HankVoight

    I think what we have now just improved and better furthered with more functions/animations. The ability to chose what you want to do each patrol such as be a normal patrol officer, SWAT team member,

  • SeabrookGaming
    SeabrookGaming

    If not already said.   LESS CRASHING..

"Coding more commands" for a dog could be fairly easy. It could be nearly impossible. We just have no idea.

  

I guess. We can only hope that Its gonna be more stable, and Perhaps easier to work with.

We're gonna have to wait and see :p

If not already said.

 

LESS CRASHING..

No need to say this. GTA4 was VERY bad ported for the PC, The game itself would even crash without mods. We can hope that GTAV become sa better port, maybe they May even make the game modable by default, maybe not. We have to wait

I agree with most of these posts. I can't wait to be driving down the highway in a CHP/LSHP style cruiser (CVPI or default). That's gonna be awesome.

 

One thing I've noticed with Xbox 360 online is, when I was driving in a police car near where Franklin lives (in that ghetto area) a bunch of gang members just lit me up and I had to pull over and take cover. Maybe something like that could be implemented in the PC version. Like a huge shootout/ambush while in "hostile territory".

 

I think we also are forgetting the "ambient crime" in the single player. The stolen cars, the people getting mugged and such. Since that's already in the game, wouldn't that be one less thing to do?

Yeah, I think Rockstar made all of these police stuff ready for us to mod it and make LSPDFR!

sig.jpg

I really wanted to put out my ideas on LSPD since GTA 5 is confirmed for the PC. Who knows if mods will be allowed or even how hard it will be to mod and create mods, but if it is possible like in GTA 4 then here are my ideas:

 

* Feel free to point out any errors

* Feel free to suggest any ideas (I'll edit the post and if I like your idea I'll add it with credit)

* LCPD Mod Maker: Feel free to change, modify or fix and of my ideas.

* Just remember to give me credit.

 

LSPD:FR GTA V PC MOD

These are my ideas for LSPD:FR if it comes out and if GTA V on PC ever comes out, but basically all GTA games have come to PC. These ideas are for the developers of LCPD:FR for GTA IV and this can be changed/modified in any way while making the mod.

Drug Trafficking (Ground/Air)

Ground Drug Trafficking: The unit must purse and take down the drug trafficking vehicle, either taking down the suspects or detaining them and bringing them into custody.

 

Air Drug Trafficking: The unit must require an air vehicle of some sort, like the buzzard, fly to the suspect and take the suspect down, in air trafficking there is no way to detain the suspects and bring into custody. Or if you can you may take a ground unit and follow the drug trafficker to their hideout and take them out or arrest them depends if the suspects want to go into a shootout or straight up give up and be taken in to custody.

Ground Callout: "Unit *** please respond to a drug trafficking: ground on *** roll code *)

Air Callout: "Unit *** please respond to a drug trafficking: air. We have traced the suspect, on your GPS now."

Suspect Being Sheltered/Protected

For some of you this might be confusing, this is basically a callout for a dangerous suspect wanted or not, be protected/moved/sheltered in a protected environment, this could mean he could be armed or have bodyguards.

Suspect Holding-Out: The suspect is being sheltered in an accessible area like franklins' home for example, but it could be somewhere else like in another accessible home, but the creators might have to make it accessible like they made the police station accessible in GTA IV. (Every house would be different) If this is not possible the mod creators can make the suspect hold out in a clothing shop, barber shop etc.

 

Weapons accessible to the suspect: The weapons accessible to the suspect is based on the danger level called out by dispatch, which we will get to soon.

 

Danger Level 1: Pistol, Combat Pistol, SNS Pistol, Sub-Machine Gun (Uzi). The amount of ammo the suspect has is decidable. If the suspect has unlimited amount of ammo, or he can run out of ammo and give up to be taken into custody.) Also the weapons can be changed.

 

Danger Level 2: Pistol, Combat Pistol, SNS Pistol, Tazer (Has a delay so cannot be overpowered and keep on getting tased.), Sub-Machine Gun (Uzi), SMG, Pump Shotgun. Tear Gas (Amount of tear gas can be chosen), The amount of ammo the suspect has is decidable. If the suspect has unlimited amount of ammo, or he can run out of ammo and give up to be taken into custody.)

 

Danger Level 3: Pistol, Combat Pistol, SNS Pistol, AP Pistol, Heavy Pistol, Tazer (Has a delay so cannot be overpowered and keep on getting tased.), Sub-Machine Gun (Uzi), SMG, MG, AK-47, Pump Shotgun, Sawed-Off Shotgun, Tear Gas, Grenades(Amount of tear gas/grenades can be chosen) :---: (The amount of ammo the suspect has is decidable. If the suspect has unlimited amount of ammo, or he can run out of ammo and give up to be taken into custody.)

 

** Also the weapons can be changed if you want to change them. **

Now this is optional, when the suspect runs out of ammo, he can either attempt to hijack a car off the street, or bring his own getaway vehicle in the first place. So the shootout could turn into a pursuit. And also the suspect doesn't have to run out of ammo, he can choose when to escape and he could still have ammo and use it to fire and the police while in pursuit.

Now in some cases, the suspect may be holding out in a store etc. with bodyguards that may help him, like merryweather guards or rogue military officials. The guards could be armed with a Carbine Rifle and a Secondary Pistol. (Weapons can be chosen by mod creators)

 

"Unit *** please respond to a... suspect holding out a store/barber shop/clothing store/etc. (if the suspect is guarded) = "please note that the suspect is being heavily guarded by security officials and highly trained combat bodyguards."

Suspect Being Transported: A suspect being transported could mean he is hiding in a van or in the passenger seat, the player may choose if he wants to pull-over the vehicle or if he initiates a pursuit which will be in a key-sequence to initiate a pursuit if he is hiding in the back of the van, vehicle etc. There is a 50/50 chance that he will open the back doors of the van/vehicle and fire at the player.

Shootouts:

These shootouts can span all over Los Santos, Blaine County and Paleto Bay.

Some of the shootouts could happen in the more "run-down" areas of Los Santos, like the gang territories. The shootout for example could happen in Grove Street, with this and this gang.

"Unit *** please respond code * to a... gang shootout in Grove Street."

Or they could be regular shootouts like in GTA IV, you may choose the spots where the shootouts occur. In my opinion a good shootout would be at the airport and the underground subway. Like guys guarding the entrance to the subway, two guys on the platform before going to the train platform and the rest on the train platform.

Store Robberies:

Store robberies are called in after the suspect has robbed the store like in un-modded GTA V, when you exit the store you get automatic 2 stars. So when he robs the store dispatch calls out what weapon he used to rob the store with. So the player is aware if he is heavily armed.

 

"Unit *** roll code * to a store on ******, suspect used a sawed-off shotgun to rob the store, be aware, suspect is armed and dangerous."

Random Events:

Random events will be different from GTA IV, you can still keep the random pursuits and random drunks if you want, but this is going to be in depth. The player is patrolling around the city, and he gets a call from an unknown number, if the player chooses to answer it could be anything. It's basically an NPC calling 911 and you can choose to respond to it. If you respond to it, then it could be abduction, a fire, a hit and run, a possible terror attack etc. If the player chooses to respond it will show a blue line to the destination like in that mission where Tracy calls you and its marked blue. (Mission Parenting 101)

Pursuits:

Pursuits could be different then GTA 4. Where instead of pressing a key-sequence you go behind a car, flash your lights and change your siren sequence:

Example (Just so you understand): Pulls behind car, light him up, woop, wee oooh that will initiate a pullover.

Police Vehicle Upgrades:

Just like LSC, you can upgrade you vehicles, but you need police reputation or PR (RP Backwards, see what I did there?) You can customize the icon for the police vehicle customizer thingy. And just like in un-modded GTA 5 you can't go to LSC and mod cop vehicles, and you need to be a certain level to be able to get into the police customizer.

Police Reputation:

Just like in GTA Online for every arrest or crime you earn Reputation, this reputation will unlock new thinks, like new weaponry, vehicles, and police equipment, like partners, spike strips, police helicopters, and commands you can call out in pursuits.

To extend the reputation idea here is a list of things that could be unlocked the longer and more you level up.

Just so you know you can change the levels for what everything is unlocked. This is just to give you an idea.

Your start off at Level 1 with: Police Cruiser and light bar, Pistol no upgrades, regular LCPD Uniform with no rank.

 

Level 4: Pistol Upgrades Ex. Clip, Flashlight

Level 10: Pursuit Callouts: Lethal Force Authorized, Helicopter Support

Level 17: Pursuit Callouts: Spike Strips, Backup Units

Level 28: Police Callouts: NOOSE Support, Tear Gas Support

Level 30: Vehicle Unlock: Police Interceptor

Level 45: New Uniform: Police Uniform with I Stripe

Level 45: Partner Unlock: Low Accuracy, Low Weapon Handling

Level 57: New Unlock: Police Vehicle Upgrade Shop.

Level 57: Vehicle Upgrades: Bulletproof Windows, Bulletproof Tires.

Level 60: Upgraded Partner: Medium Accuracy, Medium Weapon Handling.

Level 80: New Vehicle Upgrades: Spike Strip (As seen in the GTA 5 Campaign when the police chase the stolen vehicles on the car transport truck when we drive the JB 700, we can deploy spike stripes.) When pressing ~ or whatever key you set it to you can deploy spike stripes do disable the suspect.

**Level 100: I don't know if you can add achievements in mods', but if you can and the player reaches level 100 they'll get the achievement "Good Job Officer!"

Level 100: New Partner Unlock: High Accuracy, High Weapon Handling

Level 100: New Vehicle: Undercover Police Buffalo

Level 100: New Weapon: Carbine Rifle, No Upgrades

Level 100: New Weapon: Tazer

Level 100: New Backup Callout: Swarm, Flank, Sniper Support, Backup Units.

Level 100: Police Uniform Unlock: LSPD Uniform with Bulletproof Vest (Ones seen at airport)

 

 

*Please note that I am new to LCPDFR.com as so do not know the rules and conditions of posting. Also not that I do not know if I'm allowed to post the same thing twice as I already did in a new started topic.

Edited by IzaG

How about instead of going to a police station to go on-duty in a rural area(because they are so scarce), there can be a pre-made checkpoint off the highway where you can go on and off duty. Maybe there could be a police transporter there too. You could just put the detainee in the back of the transporter and once it fills up or has someone in it it drives off towards the nearest police station or just drives off and disappears.  

I personally don't think that a level system is such a good idea

Maybe but I think it'll spice things up and add a new level of diversity to the game instead of all the time having everything at your fingertips and instead you have to work through you job as an officer and unlock/achieve these things. But that's your opinion and I need to resspect that. :)

Maybe but I think it'll spice things up and add a new level of diversity to the game instead of all the time having everything at your fingertips and instead you have to work through you job as an officer and unlock/achieve these things. But that's your opinion and I need to resspect that. :)

If there's enough demand, maybe they'll include one which can be enabled optionally

Edited by OfficerBaboso

The only thing I want is that someone on this planet removes the stupid looking police badge from the buffalo :-)

"Some say that the outline of his left nipple is exactly the same shape as the Nurburgring, and if you give him a really important job to do, he’ll skive off and play croquet."

Maybe but I think it'll spice things up and add a new level of diversity to the game instead of all the time having everything at your fingertips and instead you have to work through you job as an officer and unlock/achieve these things. But that's your opinion and I need to resspect that. :)

Level systems are intentionally not in LCPDFR; they smack of arcadeness, which doesn't fit in so well with LCPDFR's style. Now, GTA V has a different style than GTA IV; it might work better in V. I still wouldn't bet on it, though - LCPDFR tends towards realism, and "levels" are completely disconnected from real police work. With real cops, there are some cases where tools are only issued to certain units, but there aren't lots of fine divisions - some equipment (generally things which are little-used) is only issued to supervisors, and some equipment only to special units or officers who have undergone specific training.

For instance, every single police officer can call for backup, and can in fact call for massive responses (all they need to do is say "Officer in Trouble", and basically every single cop within a reasonably large radius will respond as fast as they possibly can). Things that a patrol officer can't directly use, they can still normally call for - a patrol officer might not be issued a taser, but they can request someone who is. Rookie officers in real life *never* patrol alone - they are assigned to a field training officer (who is a fairly experienced cop) to give them real-world training, and so that someone can monitor them, see how they're doing, make judgment calls that depend on experience, and generally ease the transition from "here's how you should theoretically work" in the academy to "here's how you actually do your job" on the street. Police officers do not normally get to upgrade their cars, as they do not own them - again, specialized units might have modified vehicles (e.g. SWAT teams get armored rescue vehicles, highway patrol in the NYPD get the tall lightsticks for visibility, anti-crime units, detectives, and senior officers get unmarkeds, etc.), but that's only the changes needed for the assignment they have.

There are some things that really are only open to supervisors. For instance, a supervisor might need to approve a pursuit; no non-supervisor can do this. But the way that works is that any officer can request it, and the supervisor makes the decision whether to grant it or not (e.g. air support, as a limited resource, can't necessarily be provided for all officers who might theoretically want it; in that case, a supervisor can decide who needs it most). Supervisors are also expected to apply the same standard to their requests for resources as they do for other officers - if a sergeant would shut down a patrolman's pursuit, they're expected to also terminate the pursuit if they're the officer chasing the suspect. There is no piece of equipment that a police department has that a rookie officer cannot request to be deployed - this would work well if there were a really good AI to play the role of a supervisor evaluating requests (so that below a certain level you can only request, above it you can order the unit deployed), but we don't have that in LCPDFR. The reason it works like this in real life is that rookie officers and 25-year veterans encounter exactly the same sorts of situations; it makes no sense to make it so that the rookies can't handle them right, while the veterans can. You can avoid this by changing suspect behavior based on level, but that makes it even less realistic - real criminals don't act tougher with veteran cops; if anything, they are more likely to come along quietly, because they're less likely to think they can take the cop.

Many of these are issues with your specific rank system. But the same sorts of realism issue applies to almost all ranking/rep systems. In real life, there are very few formal difference between what different cops can do.

Level systems are intentionally not in LCPDFR; they smack of arcadeness, which doesn't fit in so well with LCPDFR's style. Now, GTA V has a different style than GTA IV; it might work better in V. I still wouldn't bet on it, though - LCPDFR tends towards realism, and "levels" are completely disconnected from real police work. With real cops, there are some cases where tools are only issued to certain units, but there aren't lots of fine divisions - some equipment (generally things which are little-used) is only issued to supervisors, and some equipment only to special units or officers who have undergone specific training.

For instance, every single police officer can call for backup, and can in fact call for massive responses (all they need to do is say "Officer in Trouble", and basically every single cop within a reasonably large radius will respond as fast as they possibly can). Things that a patrol officer can't directly use, they can still normally call for - a patrol officer might not be issued a taser, but they can request someone who is. Rookie officers in real life *never* patrol alone - they are assigned to a field training officer (who is a fairly experienced cop) to give them real-world training, and so that someone can monitor them, see how they're doing, make judgment calls that depend on experience, and generally ease the transition from "here's how you should theoretically work" in the academy to "here's how you actually do your job" on the street. Police officers do not normally get to upgrade their cars, as they do not own them - again, specialized units might have modified vehicles (e.g. SWAT teams get armored rescue vehicles, highway patrol in the NYPD get the tall lightsticks for visibility, anti-crime units, detectives, and senior officers get unmarkeds, etc.), but that's only the changes needed for the assignment they have.

There are some things that really are only open to supervisors. For instance, a supervisor might need to approve a pursuit; no non-supervisor can do this. But the way that works is that any officer can request it, and the supervisor makes the decision whether to grant it or not (e.g. air support, as a limited resource, can't necessarily be provided for all officers who might theoretically want it; in that case, a supervisor can decide who needs it most). Supervisors are also expected to apply the same standard to their requests for resources as they do for other officers - if a sergeant would shut down a patrolman's pursuit, they're expected to also terminate the pursuit if they're the officer chasing the suspect. There is no piece of equipment that a police department has that a rookie officer cannot request to be deployed - this would work well if there were a really good AI to play the role of a supervisor evaluating requests (so that below a certain level you can only request, above it you can order the unit deployed), but we don't have that in LCPDFR. The reason it works like this in real life is that rookie officers and 25-year veterans encounter exactly the same sorts of situations; it makes no sense to make it so that the rookies can't handle them right, while the veterans can. You can avoid this by changing suspect behavior based on level, but that makes it even less realistic - real criminals don't act tougher with veteran cops; if anything, they are more likely to come along quietly, because they're less likely to think they can take the cop.

Many of these are issues with your specific rank system. But the same sorts of realism issue applies to almost all ranking/rep systems. In real life, there are very few formal difference between what different cops can do.

 

 

 

Maybe a system that deals with Salary and promotion would be cool. Like when you first play you get a smaller salary and the more time/good job you do you get pay increases based on a rank promotion. nothing that actually effects the game except maybe if possible only let certain rank insignia be available to the people that have reached that level like sergeant stripes and collar metals. what i  mean is somthing thats pretty much completely just like stats like in singleplayer it has cars stolen, time played,miles ran stuff like that but instead hours on duty,suspects arrested and so on and once you reach a certain amount of time played and suspect arrested and so on you get a promotion that adds money to single player every so often.

 

I don't think SALEFR(said that because it sounds better) would be having a ranking up system and not all people would want that. I mean you could just buy one at ammunation and most likely just spawn it with a trainer that we all know is most likely going to come out if Rockstar doesn't want to be little q*eers and make it impossible to mod, but nice suggestions. Hoping for something for V.

It could have a ranking system, but instead of "levels" it has actual LSPD ranks (that could be toggled in the models. You rank up to Sergeant, your ped will have sergeant stripes if applicable).

 

As far as what each rank would get, it could either be monetary increases or you could get access to new vehicles. For example, you make Sergeant, you now get access to the Buffalo. You make Lieutenant, you can now drive the Motorcycle.

 

 

My System:

 

Intel i7-2600k | ASUS P67 Sabertooth | NVIDIA GTX 560ti | Corsair 750W PSU | Corsair Vengeance 8GB | Lamptron Fan-Atic

 

LCPDFR has the most realistic view of basic police work and police work in general. There are no levels. The features put in have been refined and developed to support what you actually need to do in a realistic setting. I have full faith in the team to improve on what they have here and if possible move into GTA V. I will continue to play LCPDFR and with prior law enforcement experience I can say this latest version is the best out there. A few extra vehicle mods, ELS 8, uniform mods, weapon mods, and whatever else you would like to add for extra realism this mod has transformed GTA IV into the police simulation experience that people want. It still is like nails on a chalkboard to watch some of these 'special' people on youtube who play the mod and think they are awesome. Everyone can play it how I want but the basic police work is what I like to do. Traffic Stops and everything associated with them are my thing. Best of luck to the team.

Edited by HolyOrangeJuice

Visit me on youtube. The most common reason for crashing is user error. Make sure you have the latest RAGE, ScripthookV, ScripthookVdotnet and turn off your antivirus. Make sure you have an up to date gameconfig.xml as well. Use Allbo's plugin troubleshooter to find any errors too. 


 

 

Level systems are intentionally not in LCPDFR; they smack of arcadeness, which doesn't fit in so well with LCPDFR's style. Now, GTA V has a different style than GTA IV; it might work better in V. I still wouldn't bet on it, though - LCPDFR tends towards realism, and "levels" are completely disconnected from real police work. With real cops, there are some cases where tools are only issued to certain units, but there aren't lots of fine divisions - some equipment (generally things which are little-used) is only issued to supervisors, and some equipment only to special units or officers who have undergone specific training.

For instance, every single police officer can call for backup, and can in fact call for massive responses (all they need to do is say "Officer in Trouble", and basically every single cop within a reasonably large radius will respond as fast as they possibly can). Things that a patrol officer can't directly use, they can still normally call for - a patrol officer might not be issued a taser, but they can request someone who is. Rookie officers in real life *never* patrol alone - they are assigned to a field training officer (who is a fairly experienced cop) to give them real-world training, and so that someone can monitor them, see how they're doing, make judgment calls that depend on experience, and generally ease the transition from "here's how you should theoretically work" in the academy to "here's how you actually do your job" on the street. Police officers do not normally get to upgrade their cars, as they do not own them - again, specialized units might have modified vehicles (e.g. SWAT teams get armored rescue vehicles, highway patrol in the NYPD get the tall lightsticks for visibility, anti-crime units, detectives, and senior officers get unmarkeds, etc.), but that's only the changes needed for the assignment they have.

There are some things that really are only open to supervisors. For instance, a supervisor might need to approve a pursuit; no non-supervisor can do this. But the way that works is that any officer can request it, and the supervisor makes the decision whether to grant it or not (e.g. air support, as a limited resource, can't necessarily be provided for all officers who might theoretically want it; in that case, a supervisor can decide who needs it most). Supervisors are also expected to apply the same standard to their requests for resources as they do for other officers - if a sergeant would shut down a patrolman's pursuit, they're expected to also terminate the pursuit if they're the officer chasing the suspect. There is no piece of equipment that a police department has that a rookie officer cannot request to be deployed - this would work well if there were a really good AI to play the role of a supervisor evaluating requests (so that below a certain level you can only request, above it you can order the unit deployed), but we don't have that in LCPDFR. The reason it works like this in real life is that rookie officers and 25-year veterans encounter exactly the same sorts of situations; it makes no sense to make it so that the rookies can't handle them right, while the veterans can. You can avoid this by changing suspect behavior based on level, but that makes it even less realistic - real criminals don't act tougher with veteran cops; if anything, they are more likely to come along quietly, because they're less likely to think they can take the cop.

Many of these are issues with your specific rank system. But the same sorts of realism issue applies to almost all ranking/rep systems. In real life, there are very few formal difference between what different cops can do.

 

 

It could have a ranking system, but instead of "levels" it has actual LSPD ranks (that could be toggled in the models. You rank up to Sergeant, your ped will have sergeant stripes if applicable).

 

As far as what each rank would get, it could either be monetary increases or you could get access to new vehicles. For example, you make Sergeant, you now get access to the Buffalo. You make Lieutenant, you can now drive the Motorcycle.

 

 

LCPDFR has the most realistic view of basic police work and police work in general. There are no levels. The features put in have been refined and developed to support what you actually need to do in a realistic setting. I have full faith in the team to improve on what they have here and if possible move into GTA V. I will continue to play LCPDFR and with prior law enforcement experience I can say this latest version is the best out there. A few extra vehicle mods, ELS 8, uniform mods, weapon mods, and whatever else you would like to add for extra realism this mod has transformed GTA IV into the police simulation experience that people want. It still is like nails on a chalkboard to watch some of these 'special' people on youtube who play the mod and think they are awesome. Everyone can play it how I want but the basic police work is what I like to do. Traffic Stops and everything associated with them are my thing. Best of luck to the team.

 

Just to be clear these are ideas and fo not have to be put in the mod, as MrBoombastic maybe it could be possible to enable/disable, for people who would wan't it. I'm am not a proffesional police officer nor do I have any expierience with law enforcment. I agree with what cp07 said that all officers may call for backup etc, but things like upgrading your weapon, maybe. Or calling in for a roadblock etc. I have no clue if a "rookie" officer may call for those things. But It would be cool to maybe just add a bit of "arcadiness" to the game, as this is not real life, the creators probobly would like to make it as real as possible but also add an aspect of "fun" into the game instead of doing the same thing over again.

 

And DuputyLund, hopefully they would disable Ammu-Nation in the mod but not in free roam. Instead of Ammu-Nation in the mission row police station you cannot go into the armory but hopefully in this mod they add an add-on to the police station or the station in general, an armory, where you would be able to pick up weapons armor and a partner. And hopefully make it as realistic as possible and add a gun range.

 

But these are your suggestions, and it's constructive critisim so thank you for not hating on all my ideas. :P

I would really enjoy seeing a focus on more realistic patrol car movement. There is nothing that ruins the realism more for me then when I call for backup and a patrol car plows through traffic and hits every car in site. I'm sure this would be quite a task to achieve but if you could call for backup on a low priority call and see the assisting officer calmly pull up along side of the street it would add a great deal to the mod in terms of realism. Even on a higher priority call, if the patrols could slow down sooner it would take care of a lot of the devastation.

 

Besides that, it would also be nice to see some kind of traffic limitation to prevent stagnant streets full of cars when you go to leave a call. I'm not a fan of being forced to drive on the sidewalks because I am to impatient to sit in the traffic for minutes.

Edited by Jake295A

Military police..........

 

HAHAHAH, NO......  :no:  It's boring being a "cop" in the military in real life, NOBODY wants to do that shit in a game.

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