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Notoriety for suspects


NoVertigo

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Hey development,

I had a suggestion for suspects that are on target for pursuit. It would be pretty cool to apply the notoriety system the same way player obtains in the original game and apply it to a suspect:

-If a suspect is to evade capture for a certain period of time, a star is added to their bar. 

-Lets say for every 20 seconds a suspect evades capture one star is added. For every star added, another police unit is added. 1 star = regular patrol 3 stars=noose 5 stars= police, fbi showup etc.

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If I remember right, Sam once mentioned he was working on creating the same system as you proposed, with wanted levels and stuff, however, it wasn't so about additional units, but more about their behavior towards a suspect. 

However I don't know what happened to this idea. You can find the topic I was talking about by this link below. 

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​Seems like a lot of effort for very little gain.

Everything you've mentioned is possible, just without the star rating.

For example, you could disable AI from joining the pursuit in the settings, and then call for backup every time you want to add another unit.

If the suspect starts shooting, call for noose backup or a helicopter.

Coding in the notoriety system would simply be a cosmetic adjustment applied to commands that are already available within LCPDFR.

​I understand. I also understand about calling for backup manually, but it would be pretty cool to have the system generate the wanted level automatically, makes it feel simulated as if dispatch is noting that the suspect is evading for too long and they call in additional backuo.

If I remember right, Sam once mentioned he was working on creating the same system as you proposed, with wanted levels and stuff, however, it wasn't so about additional units, but more about their behavior towards a suspect. 

However I don't know what happened to this idea. You can find the topic I was talking about by this link below. 

​Sounds good. Just have to sit tight and maybe they will introduce that.

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