CoordinatedPolice
Police responses scale with offense severity. Player-scaled patrols, replenishing reserves, mixed weapons, coordinated pursuits, searches, and stuck recovery. Vanilla officer toughness. SP/co-op, IL2C
模組介紹 作者原文
Coordinated Police
Police responses get larger as things get more serious. Officers chase, intercept, or hang back with a gun while others close in. Officer health, damage resistance, and movement speed stay at vanilla values.
Response levels
| Response | Trigger | Dispatch pauses at | Total officer allowance |
| --- | --- | --- | --- |
| Patrol | Minor offenses | 4 active pursuers | 4 |
| Pursuit | Resistance, assault, or trafficking | 6 active pursuers | 8 |
| Armed | Gunfire, serious assault, or lethal pursuit | 12 active pursuers | 36 |
| Tactical | Killing an officer or three damaging lethal hits on police | 16 active pursuers | 64 |
Station crews and nearby backup share the allowance. These are the default solo limits. Each additional connected player adds 50% to active and total allowances, up to four-player scaling. Two players allow 18 active / 54 total at Armed and 24 active / 96 total at Tactical. Each wanted player has a separate response. Officers already dispatched still count. The game's pursuit state also feeds into severity; the mod doesn't raise it just because a timer has elapsed.
These are response tiers, not an on-screen star display. Patrol officers who independently spot you can still join, so the table isn't a hard cap on every officer in a chase.
Patrols and reserves
| Connected players | Foot patrol target | Ready reserve target |
| --- | ---: | ---: |
| 1 | 5 | 8 |
| 2 | 10 | 12 |
| 3 | 15 | 16 |
| 4+ | 20 | 20 |
Extra patrol officers leave stations one at a time, five seconds apart. Patrol targets
are divided across unlocked districts with native routes. New officers favour districts
below their share, then less-used routes. Existing native foot patrols count toward
coverage. Routes that cross district boundaries belong to the district containing most
of their sampled waypoints.
When the overall target is reached, an idle patrol managed by this mod can walk from an
overstaffed district to an understaffed one. Reassignment requires a complete path and
stays at least 60 metres away from players. Officers in pursuits or other active duties
are left alone. Staffing and reassignment pause while anyone is wanted.
The counts above remain the defaults. With four players and all six districts eligible,
the 20-patrol target divides as 4/4/3/3/3/3. Locked districts or districts without native
routes receive no share. Limits remain subject to the game's existing officer pool.
Defeated officers can return as station replacements after at least 45 seconds, at
most two every five seconds. Everyone must be 60 metres away from both the body and
station. Replacements restore normal health; officers still have vanilla toughness.
These are targets, not guaranteed counts. The mod reuses the game's existing officers;
it does not create additional NPCs. Camping near bodies or stations can delay replacements.
Features
- Mixed loadouts: Nonlethal pursuit mixes batons and tasers. Lethal pursuit mixes pistols and pump shotguns, with more shotgun slots at tactical level. Firearms still require the game's lethal-pursuit state.
- Position-based roles: The closest officer keeps chasing; groups of five or more keep two chasers. Officers already ahead or beside your route attempt cutoffs. Incoming units spread across approach positions on their side of the fight. Pistol support keeps more distance. Destinations need a complete path and clearance from navigation edges; blocked approaches fall back to normal pursuit.
- Station backup: Nearby officers respond first. If none are available, the mod requests a crew from the closest station. It uses the game's officer and vehicle pools.
- Breathing room: Solo armed responses send up to four officers per burst with eight-second breaks; tactical sends six with six-second breaks. Calls within those bursts are spaced two seconds and one second apart, respectively. With four players, Armed sends up to eight per burst with five-second breaks; Tactical sends ten with four-second break
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