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Pursuit adjustments.


Sonny236

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I noticed a pretty big difference between 1.0c and 1.0d, that being there is no longer 10 or 15 cops in a pursuit. I see this as an improvement, and i love it. However, I think the amount is a bit too little now. Calling for backup usually fails to help me during a pursuit considering they drive past me and lose the red and blue flashing area, making them drop the pursuit. (On a small note, Stolen vehicle or suspect resisting arrest callouts spawn WAY too far away. By time I catch up i've lost visual of the suspect, forcing me to call in a helicopter almost every time unless I teleport closer to him via "teleport wp" in console)

 

For one there should be an option to have a "minimum" so to speak of cops during a pursuit. I feel like its different per user. For me I'd like about between 2-4 cops in a small pursuit, or someone who isnt armed. But once again this brings my second problem, usually backup doesn't stick with me so secondly there should be an official pursuit backup in the Pursuit Tactic menu or the QAM. As in, calling backup through this means would spawn a nearby unit out of your line of sight that would automatically join in on the pursuit, or only focus on the pursuit rather than thinking you just need a unit to drive to your location.

 

If thats even possible that is. This would make it simpler for units to assist during a pursuit in my opinion. Overall there should just be more to the pursuit tactic menu, and this would add something pretty useful.

 

Oh and PLEASE change something around with how AI arrest suspects ;~; 85% of the time if the AI go to arrest them that leaves me unable to do anything to him (Hitting E on him no longer stops him, forcing the AI to arrest him). The reason I don't want this is because what if I want to check this guys license? Or search him first. I'd rather do that in most situations then have the Ai take over for me and do it by themselves, that doesn't necessarily mean get rid of it all together. I like the idea that the AI can handle themselves and go off chasing a suspect without my help, but in some cases it prevents me from doing anything.

 

That is all. Leave your thoughts, I guess. Hopefully Sam or LMS or someone looks at this  :tongue:

Edited by Sonny236
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I noticed a pretty big difference between 1.0c and 1.0d, that being there is no longer 10 or 15 cops in a pursuit. I see this as an improvement, and i love it. However, I think the amount is a bit too little now. Calling for backup usually fails to help me during a pursuit considering they drive past me and lose the red and blue flashing area, making them drop the pursuit. (On a small note, Stolen vehicle or suspect resisting arrest callouts spawn WAY too far away. By time I catch up i've lost visual of the suspect, forcing me to call in a helicopter almost every time unless I teleport closer to him via "teleport wp" in console)

 

For one there should be an option to have a "minimum" so to speak of cops during a pursuit. I feel like its different per user. For me I'd like about between 2-4 cops in a small pursuit, or someone who isnt armed. But once again this brings my second problem, usually backup doesn't stick with me so secondly there should be an official pursuit backup in the Pursuit Tactic menu or the QAM. As in, calling backup through this means would spawn a nearby unit out of your line of sight that would automatically join in on the pursuit, or only focus on the pursuit rather than thinking you just need a unit to drive to your location.

 

If thats even possible that is. This would make it simpler for units to assist during a pursuit in my opinion. Overall there should just be more to the pursuit tactic menu, and this would add something pretty useful.

 

Oh and PLEASE change something around with how AI arrest suspects ;~; 85% of the time if the AI go to arrest them that leaves me unable to do anything to him (Hitting E on him no longer stops him, forcing the AI to arrest him). The reason I don't want this is because what if I want to check this guys license? Or search him first. I'd rather do that in most situations then have the Ai take over for me and do it by themselves, that doesn't necessarily mean get rid of it all together. I like the idea that the AI can handle themselves and go off chasing a suspect without my help, but in some cases it prevents me from doing anything.

 

That is all. Leave your thoughts, I guess. Hopefully Sam or LMS or someone looks at this  :tongue:

 

The new versions reduce the amount of traffic loaded in the game during a pursuit or when shots are fired in order to help remove clutter (no good having a 27 car pile up 10 seconds into a chase).

If you call in backup while a pursuit is active the backup is automatically assigned as pursuit backup, if the pursuit is NOT active (you didn't call it in) you will obviously get ordinary positional backup.

 

You can already configure the number of police and police cars that can be involved in a pursuit. this does not affect the number of ambient police and police vehicles. (in other words ones that randomly join and drop out again)

 

Regarding the AI, they don't always go in for the arrest immediately. If you can get to them and press E before the AI cop enters the cuffing animation then you can effectively take control of the situation yourself. However I do understand the desire to be able to interact with the ped even after arrest.

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You know what. I think that suspects should be less desperate to get away, because in real pursuits, once you've been spun out or if you crash hard, it's usually over for you. In an LCPDFR pursuit, the suspect keeps on going even if their car is almost on fire. This could possibly be done by setting up a limit for how damaged the car is in relation to how much health the suspect has before they get out of their car and run on foot.

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The new versions reduce the amount of traffic loaded in the game during a pursuit or when shots are fired in order to help remove clutter (no good having a 27 car pile up 10 seconds into a chase).

If you call in backup while a pursuit is active the backup is automatically assigned as pursuit backup, if the pursuit is NOT active (you didn't call it in) you will obviously get ordinary positional backup.

 

You can already configure the number of police and police cars that can be involved in a pursuit. this does not affect the number of ambient police and police vehicles. (in other words ones that randomly join and drop out again)

 

Regarding the AI, they don't always go in for the arrest immediately. If you can get to them and press E before the AI cop enters the cuffing animation then you can effectively take control of the situation yourself. However I do understand the desire to be able to interact with the ped even after arrest.

 

Well it's different for me then. For one, calling backup during a pursuit usually has them pass me and go to the location where i called backup, regardless of me going forward towards the pursuit. Then they cant turn around and drop out.

 

Secondly, random backup doesn't spawn. This may just be me but ever since 1.0d i have not seen more than ONE unit spawn and join in on the pursuit (And this is pursuits that I have started myself. Not joining in on others). That configure in the .ini is the MAX amount of cops during a pursuit, which is not what I described. I'm talking about setting a minimum. For example: Minimum AI in pursuit: 3. When a pursuit is started, three units will automatically spawn ahead of the player and join in on the pursuit.

This solves my problem of backup passing by me. I believe that's just GTAIV's AI, and it's probably unfixable.

 

And just yesterday, as I spun this guy out with my other unit, as soon as he bailed out of the car I had zero control over him. I had to tase him about 15 times and wait for the cop to come do it himself. I understand this doesn't happen all the time, and in fact it's quite rare. I just thought it would be worth bringing up.

 

TLDR: pursuits feel empty, units almost never spawn without having to call backup 5+ times which is also a crash hazard. however it's still better than 1.0c, due to the fact that theres not 20 units crashing into shit constantly  :turned:

 

Oh and, the Pursuit menu should have some more features, I'm sure the dev's can think of something cool :).

You know what. I think that suspects should be less desperate to get away, because in real pursuits, once you've been spun out or if you crash hard, it's usually over for you. In an LCPDFR pursuit, the suspect keeps on going even if their car is almost on fire. This could possibly be done by setting up a limit for how damaged the car is in relation to how much health the suspect has before they get out of their car and run on foot.

 

This. Or possibly a random chance for the suspect to bail while driving, or maybe even pull a gun once rammed off the road. The random possibilities could be endless, but as of now they usually just run once they can't move their car anymore, or it blows up.

Edited by Sonny236
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