Author Topic: Unofficial Comprehensive Law Enforcement Guide v0.3  (Read 2155 times)

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Offline Matthias

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Unofficial Comprehensive Law Enforcement Guide v0.3
« on: February 24, 2021, 09:54:02 pm »
Unofficial Comprehensive Law Enforcement guide v0.3 Thursday 25/02/2021 17:02:07 GMT by Matthias
v0.1 24.02.21 - initial version.

v0.2 25.02.21 - Split section 2 into separate subsections (added information to the "Staying Alive" subsection). Renamed subsection of Section 3(Communication --> Communication & Teamwork) - also added references to quickstrings $cop & $medic and the commands /rappel /abseil to the same subsection. Actually included information about Stolen Goods in the "Stolen Vehicles & Stolen Goods" subsection (lol) - separated them into different sections for readability. Added some detail explaining things I intentionally didn't include in this guide to Section 10 (Feedback). Various wording changes, fixed typos, fixed serious grammar errors, removed double-spaces, removed repeated words, improved formatting, correcting incorrect formatting and tried to make things more consistent. --> Only the Ranks / Copshop tables to be updated before this guide is "complete" as far as I understand the situation right now.

v0.3 25.02.21 - Updated the Section 1 table with the Rank names & the Cop Shop table with guns, ranks & prices. Thank you Mike! Only thing potentially left to do is to take on any additional feedback (from non-official and official sources) and to, where required, update the benefits column of the table in Section 1 with the full list of specific vehicles / making sure that the vehicle is aligned with the correct rank.

Disclaimer : this guide is unofficial and is subject to change. All mistakes are my own. Staff have the final word on rules.


Foreword
Before I say anything else - I want to be clear that you need to be level 50 to become a Law Enforcement agent at the time of writing.
This does not take an unreasonable amount of time to achieve, and is in place to ensure those who become police are familiar with the general mechanics of the server. Anyways...~

I am very much a newbie on the server, at the time of writing, I've very much enjoyed the "Police" mechanics thus far - and thought it might be worthwhile to document a general guide on playing Law Enforcement for the benefit of newer players and those who might enjoy playing as Law Enforcement if only they had the tools needed to conquer the criminal underworld.

Being a cop in San Andreas is challenging - but it's all about the friends we make along the way ;)
Section 1 - The Basics
The nation of San Andreas is a large and often danger-ridden place with suspicious backroom deals between politicians, blood-shed between rival gangs and armed robbery being a mundane daily occurrence for many store owners - with even banks forced to hire new security guards daily with the old ones shot. Of course there has to be someone out there to oppose this wanton chaos, if at the very least to make it risky and fun -- and this is where you come in. The role of criminals is to prosper in their crimes by never getting caught or facing consequences - whilst yours is to prove that crime doesn't pay (well.. except for police officers of course 8) ).

To that end your role will be to issue tickets to Minor Offenders (yellow) and to arrest Felons (orange) and the Most Wanted (red) - assuming you're not forced to open fire on them first of course, which is something we'll go over in later sections.

Just know that doing your job will net you XP, and with XP comes ranks, and with ranks come special privileges - remember that if you break the rules on police conduct, you could be demoted!! see /coprules

Spoilered : A table showing Police Job ranks and benefits and a table showing loadouts / abilities for the unlockable classes.

(click to show/hide)

Section 2 - Survival and Preparation
In order you be an effective cop you need to be alive - and in order to have good chances of that you need to be prepared. This section will give you the key things to consider before you venture beyond the station.

Staying Healthy
Before venturing out make sure you're healed up - the easiest way to do this is to eat a hotdog, find a vending machine or call a /medic - hospitals also provide healing (/gps hospital)

Staying Alive
If your health hits zero you will be incapacitated and if you continue to take damage you will die.

If you don't take damage you will have the opportunity to use a /medkit (you can buy and carry up to three at the "cop shop" in all Police Departments or Hospitals for $950 each - try /gps hospital) and this will allow you to stay survive (though you'll have minimum health!).
Alternatively a /medic or other player may be able to revive you (with a high ranked medic having the highest chance of success.

When you die you will wake up at the nearest police station - you will not lose any XP, weapons, items or money for this but you will need to buy fresh body armour.

Body Armour & Firearms
These are purchasable at the "cop shop" of any PD. Alternatively you can /gps ammunation - please note that Ammunation provides a wider selection but at higher prices.
Also note that Mike's CnR tracks your "weapon skill" for various weapons. You can train your weapon skills at any Ammunation to improve your accuracy - it might just make a difference in a life-or-death situation.

Body Armour can be purchased for $400.
The spoilered table below includes the cop shop's weapons, required "Player Level" and costs.

(click to show/hide)

Utilities
  • Tazer : a non-lethal weapon that only works at relatively close range, it uses the model of a silenced pistol with a laser sight - its function is to stun Felons (orange) and the Most Wanted (red) so that they can be cuffed. The initial cost is $895 and each subsequent 10 shots costs $40 - in total 50 shots can be carried at one time.
  • Pepperspray : 500 ammo at $25 each, this is represented using the spray paint weapon and functions the same way. Very useful to stun Felons (orange) and the Most Wanted (red) so that they can be cuffed - but be cautious about hitting fellow police officers as the stunned effect will be inflicted on you instead!
  • Flares : These can be purchased from any shop or petrol station (/gps 247 or gas) and up to five can be carried. Each one costs $225 and there are additional fees depending on the type of Supply Drop you request. Ultimately I recommend always carrying one in-case you end up in the water miles away from any boats - calling in a dinghy is a real "life saver" :P https://i.imgur.com/rAKBZPv.png
Vehicle Maintenance
You cannot chase if you cannot drive.

Police vehicles can be summoned using the Police interactive menu (hold Y) - this includes a standard patrol vehicle, a landrover and a motorcycle.
Additional specific vehicles will be offered if you are playing with the CIA, SWAT or FBI classes (see the 1st table of Section 2 for reference).

You can improve your chances by upgrading your armour ($5050) or tires ($8750 or $17500 depending on variant) at any petrol station (/gps gas).
You can make chasing easier by modding some nitros (speed boosts basically) onto your vehicle at any modshop (/gps modshop).
Please be aware that you can repair police vehicles at any PD carpark instantly & for free.

Other than that there are a few items to consider you can get at petrol stations (/gps gas) :
  • Jerry can : Used to refuel your vehicle outside of a petrol station, the cost $405 but you can only hold one.
  • Vehicle engine repair kit : Used to repair your vehicles engine when it stops working (black smoke), they cost $895 and you can hold up to two.
  • Vehicle tire repair kit : Used to repair your vehicles tires when they have been popped, ;D they cost $245 and you can hold up to four.
  • Oil slick : drops oil behind your vehicle (when you use look behind (Q + E) and LMB) that can cause vehicles behind you to crash. Only useable from non-police vehicles. These cost $685 and you can hold up to two.

Section 3 - Police Protocol
As a Law Enforcement agent your business is to respond to civilians based on their wanted levels.
Wanted levels are gained by committing crimes - but some crimes only cause the criminal to gain wanted stars *if* police are close enough.

Level 0 = Innocent (white name/blip) - leave this person alone.
Level 1 = Minor Offender (yellow name/blip) - give this person a ticket.
Level 2 to 5 = Felon (orange name/blip) - arrest this person if possible.
Level 6 = Most Wanted (red name/blip) - arrest this person if possible

If a criminal is distant enough from Law Enforcement they will start "evasion" - which means their wanted levels will gradually drop over time.
Do your duty of patrolling for potential criminals and pursuing existing ones but *DO NOT* camp around high-traffic areas like Banks & Police Departments waiting for suspects - not only is this bad form, it is also against the /coprules.

We will talk about engaging with criminals later.

Communication & Teamwork
All Law Enforcement are on the same "team" working to bring criminals to justice, therefore, the server gives commands and tools to facilitate team work.
  • Starting a message with # broadcasts it on the radio to all public services (police, medics, firefighters) - this keeps your conversations away from the ears of criminals, you can @ people for assistance, make medics aware they might be needed and so on. Once you are pursuing a suspect you can use the quickstring $chase to give a pre-formatted update on your pursuance!
  • If you are in trouble you can call for /backup (/bk) - this will alert your fellow offices you are in need of some help, and they can respond accordingly. You can also call for backup / report an officer down using a payphone (/gps phone) though this is inefficient.
  • You can use the quickstring $cop to find out who the closest Law Enforcement Agent is.
  • You can use use the quickstring $medic to find out who the closest Medic is.
  • Passengers in helicopters can enter the field with style using the /rappel or /abseil commands - this will let them glide down to the ground on a rope SWAT style 8)
  • You can use /whisper /w and /shout /s in order to communicate to those nearest to you and in the general area, this allows you to talk only with people you are with without polluting the radio and public chat. May be especially useful for bribes ;)
  • /tencodes /10codes exist to communicate information by translating numbers into phrases - please see https://mikescnr.com/forum/index.php/topic,706.0.html for the full list.
Stolen Vehicles
A vehicle is considered "stolen" when it is a vehicle that spawns in the world that has been broken into (as opposed to a vehicle that has been purchased or is required for a civilians job).
The list of known stolen vehicles can be viewed at any Police Department front desk.
Stolen vehicles incur a level one wanted star when police spot them driving around. Criminals can get around this by changing the number plates at garages - but they rarely do.

When police enter stolen vehicles they are automatically prompted with the information that returning the stolen vehicle to the nearest PD will grant a bonus. Consequently the vehicle will be impounded.
Unsurprisingly in a game called "GTA" - vehicle theft is the most common crime.

Stolen Goods
Stolen Goods, on the other hand, are objects that criminals have stolen from properties they've broken into, which have been placed into the trunk of a vehicle.
This is visually represented by text indicating there are stolen goods in the vehicle along-with the number of stolen goods.

Cars can carry up to 10 stolen goods, vans can carry up to 20 stolen goods and lorries can carry up to 30 stolen goods.
Vehicles with stolen goods should be driven back to the nearest PD for a reward. The reward will be relative to the total value of the stolen goods recovered.


Section 4 - Know Thy Enemy
Before you can go about doing your role of ticketing Minor Offenders and arresting Felons and the Most Wanted - it is worth knowing what you are dealing with.

The Police Station provides a list of criminals and criminal records but there are plenty of commands to help you out too.
It is worth using quickstrings (they start with $) with the /whisper /w command so as not to pollute the main chat / radio chat.
  • You can use the quickstring $ticket to identify the closest ticketable suspect to your position - Level 1 Minor Offender (yellow).
  • You can use the quickstring $mostwanted to identify the closest Most Wanted suspect to your position - Level 6 Most Wanted (red).
  • You can use the quickstring $sus to identify the closest non-innocent player - regardless of whether they are a (Minor Offender, Felon or Most Wanted.)
  • Once you have decided on the suspect to pursue you can use the /loc <ID> command - for reference here is a map of GTA SA zones - https://i.imgur.com/NEc3Mit.jpg .
  • In addition you can use the /info <ID> command to get detailed information about the suspect (including their vehicle or lack of one and whether they are currently armed).
  • Another helpful command to figure out how dangerous a suspect is will be /crimes <ID> to see their recent crimes.
  • Once you've committed you can use the EXTREMELY USEFUL COMMAND /gps player <ID> and the GPS will automatically track the player every few seconds - highly recommended!
  • Finally it is worth considering what vehicle to take with you - only police can use spikes (caltrops) otherwise you are limited to two oil slicks - please note some vehicles have special effects (e.g. unmarked police cars are not visible on the radars of criminals until they are very close!)

Section 5 - Rules of Engagement for Vehicles
By now you should be familiar with how the colours of players reflect their wanted levels - therefore I will be referring to criminals in terms of their colours (yellow, orange and red respectively).
If you are confused please check the start of section 3 - thanks.

In addition various actions can be achieved through the use of the "action" button i.e. 2 key whilst in a vehicle and the N key while on foot.
This includes pullover / freeze / step out of your vehicle / cuff / instruct and arrest...
--- thusly I will mention "use the ACTION key" or "x" command in this and subsequent sections for the sake of convenience.

5a Initial engagement of Yellow players that are in Vehicles
  • Request the player to pull over when you are close enough by using the ACTION key (there are no commands for this yet) - this is because you need to be on foot and close to the suspect in order to issue them a /ticket /t . Usually you can issue a ticket and the engagement ends with them paying immediately.
  • If the suspect is *not* fleeing then there is no need for aggression - you can get them out of their vehicle by them stepping out or you carjacking them. If the suspect has left their vehicle move to section 6a.
  • Do NOT take any aggressive action if they have not opened fire on you - at this stage your goal is purely to get them to pull over / issue a ticket. After enough time passes their refusal to pay the ticket/pullover will result in them becoming orange. Go to 5b if this is the case
5b Initial engagement of Orange / Red players that are in Vehicles
  • Whether they're orange or red assuming no other factors - your first goal is to get them out of their vehicle / arrested.
  • If the suspect is *not* fleeing then there is no need for aggression - you can get them out of their vehicle by them stepping out or you carjacking them.
  • In the event that the suspect attempts to flee you then action can be taken.
  • Take action by trying to disable their vehicle in a non lethal way e.g. drop a spike in front of their car (police land vehicles can deploy spikes (caltrops) behind them by using look behind (Q + E by default) and LMB for the purposes of popping the tires of a fleeing criminal and disabling their vehicle. Up to two can be deployed at any time. They can also be placed manually through the police interactions menu (hold Y). If you are on a non-police vehicle you can use an oil slick (assuming you purchased one in advance).
  • Another method can be the pit maneuverer (hitting the back rear of the vehicle to cause it to spin out) or trying to ram them into a difficult position.)
  • Failing all of that you can simply chase them until they make a mistake or run out of petrol - forcing them to leave their vehicle.
  • In the event of a very long chase it may be appropriate for a passenger to attempt to pop the tires of the suspects vehicle via gunfire - but please use common sense and restraint.
  • If the suspect is firing upon you - you are permitted to return fire, likewise in the event the suspect is known armed/dangerous (e.g. very aggressive, very recent police murders - please use good judgement and study the /coprules , if you still have any doubts you can use the /helpme command on the server to call on an Admin or the #rule-clarification channel of the Discord server for assistance.)
  • Once the suspect is out of the vehicle please move to section 6b.

Special Note on Paused Players : If the suspect is paused then this is an ideal opportunity to place spikes (caltrops) using /spike or roadblocks using /roadblock /rb (you can remove them with /rspike and /rblock respectively). It may also be appropriate to pop their tires (if they are a orange / red) so that when they unpause they cannot immediately flee.
Due to the way SA-MP works it isn't actually possible to "carjack" someone who is paused and destroying the vehicle would be considered excessive force. It's up to you whether you hang around waiting for them to unpause or not.

SPECIAL EXCEPTION ON USE OF LETHAL FORCE : If the suspect is in a plane or helicopter (airborne) - it is permitted to use lethal force whilst they are piloting in order to prevent a never-ending stalemate / chase.


Section 6 - Rules of Engagement for On-Foot
By now you should be familiar with how the colours of players reflect their wanted levels - therefore I will be referring to criminals in terms of their colours (yellow, orange and red respectively).
If you are confused please check the start of section 3 - thanks.

In addition various actions can be achieved through the use of the "action" button i.e. 2 key whilst in a vehicle and the N key while on foot.
This includes pullover / freeze / step out of your vehicle / cuff / instruct and arrest...
--- thusly I will mention "use the ACTION key" or "x" command in this and the previous section for the sake of convenience.

6a Initial engagement of Yellow players that are On-Foot
  • Yellow players on-foot should be asked to freeze (using the ACTION key) and ticketed as soon as you're close enough to them to issue the ticket (either ACTION key or /ticket /t )
  • If the suspect attempt to flee then they should be chased and carjacked if necessary to prevent a chase (you can issue a ticket to someone in a vehicle however.)
  • There is no need to be aggressive with yellow players on-foot - do not tazer them or fire at them without a valid reason (i.e. they're shooting at you.)
  • Normally this engagement will end with the yellow player paying their ticket, however, after enough time elapses they will become orange. If this happens please see section 6b.
Special Note on Paused Players : If the suspect is paused you can issue them a ticket freely - once the timer passes they will become felons and you can freely taze / cuff and arrest them - information about this is provided in 6b & section 7.

6b Initial engagement of Orange / Red players that are On-Foot
  • Whether they are orange or red ask them to freeze using the ACTION key and approach the player if it is safe to do so.
  • If you are exceptionally lucky the player may give themselves up by standing still (they may even /surrender /handsup to indicate this to you) - however, you should still taze them for your safety once you are close enough. To equip the tazer you can use the /taze command or by double-clicking RMB - you'll need to fire it at them for it to have its effect, please note it is a short-range weapon.
  • If the player attempts to flee you should chase them with the intention of tazing them - do NOT open fire on an unarmed orange / red player fleeing on-foot!
  • If the player is firing at you / are an active threat / are armed & dangerous you are free to return fire - especially if you are at a range where a tazer is impractical - it is much better for the suspect to be incapacitated and the officer alive, than a dead officer with a suspect scot-free.
  • If the player is killed within the rules of engagement then get the body-bags ready and remember the SA Police Force WON'T pay to treat your PTSD.
  • If, however, you successfully manage to tazer the player (well done btw!) you should IMMEDIATELY cuff them by standing behind them and either using the ACTION key or the /cuff command. Note however, that they may "resist arrest", which can result in them escaping the cuffs. Be ready to pull out the tazer to zap them again if that happens (or have other officers nearby ready to do so!). If you successfully cuffed the suspect you can proceed to section 7!

Special Note on Paused Players : If the suspect is paused you can freely taze / cuff and arrest them - information about this is provided in 6b & section 7.

SPECIAL EXCEPTION ON USE OF LETHAL FORCE : If the suspect is in water it is permitted to use lethal force in order to prevent a never-ending stalemate / chase.


Section 7 - Cuffed Suspect
Once a suspect is cuffed there are a few options to consider.

The first and most 'by the book' will be to instruct them to enter your vehicle in the passenger seat so that you can drive them to the PD carpark for processing - this will provide you with a bonus and the suspect will have a reduced sentence for compliance.

The second is, if the suspect appears to be ignoring you / running away / not understanding your instructions (as often is the case in SA-MP servers), if you are aware of nearby suspects that are likely to kill you whilst you are standing around barking orders , or maybe it's just a really long impractical drive (and you might not even make it back to the PD!) - you can immediately send them to prison using the /arrest /ar command or by double tapping the ACTION key. If you are in a group of police - do be courteous and allow the most contributing officer to take the credit though ♥

The third is the less legitimate one - and we'll talk about it in the next section ;)

Section 8 - Corruption, doughnuts & laziness
Bribery
Once a suspect is cuffed and/or being driven to the police station he may be willing to part with some of his ill-gotten gains if you let him go - this is where bribery comes in.

Bribes can be offered by non-innocent players to police using the /bribe command and police can request a /bribe using the same command too - the only exception to this is Most Wanted suspects who cannot simply /bribe their way out of the situation.
If a bribe is accepted the suspect is 'proven' innocent thanks to all of that sweet-sweet cash that happened to find its way into your wallet... allegedly.

Police officers can also request bribes to those in prison by walking up to the cells and using the Y key to interact - in this case the prisoner is given parole for 'good behaviour' ;D

But even in the world of corruption conditions apply*
* The Bribe minimum is $500 and the maximum is $10,000.
* You may not give favourable treatment / abuse this system with players who are in your 'crew' or who are your 'friends' - this sort of preferential treatment is against the spirit of the server and the rules.
* The suspect can always refuse if they decide fighting you works out better for them economically.

Parole
Once you are Rank 5 you can release prisoners on 'parole' - I am not sure what rules there are around this specifically.
But you probably should use this sparingly - I personally use if I've arrested someone paused / who I effectively caught around a spawn unintentionally.

Sex
Even Law Enforcement get lonely sometimes - sometimes it isn't just criminals they are pursuing.
You won't get discharged if you don't get caught ;) Request through the interact menu (hold Y key) or /sex.

Doughnuts
You can use the GPS to find the nearest place for some tasty doughnuts with far-in-excess-of-the-recommended-daily-sugar-intake and black coffee that reminds you of wet tarmac.

SPECIAL EXCEPTION ON USE OF LETHAL FORCE : If someone asks for a jam or custard filled doughnut, or knowingly chooses to spell it "doughnut" - you are permitted to fire your minigun at them as per the San Andreas Public Decency Bill 1989, section 32, subsection 13c.


Section 9 - I get knocked down but I get up again (you’re never gonna keep me down)
Officer Down
In the event you reach zero health you will enter a "last stand" mode where you will either accept death, use a medkit if you have one (ACTION key) or can be revived by a player (preferably a high rank medic).
If it is someone else you can stand near them and attempt to revive them through the interact menu (use the Y key).

Suspect Down
You will have the option to revive a suspect that has recently reached zero health and hasn't received subsequent damage (or decided to give up on life).

However, keep in mind that if you successfully revive a suspect, they may try to run away, resist arrest when you cuff them or try to shoot you in the face with their dual-sawnoffs...
Consider carefully whether the suspect is trustworthy before attempting this.

Section 10 - Final Things
Recording
Do consider recording your gameplay as evidence in-case you are the victim of rule breakers or are accused - whether through OBS / Fraps, whatever your choice of software is.
Make sure you have a meaty HDD somewhere because recordings can take take up many GB over hours.
You can clip a recording with various pieces of software but I personally use the VLC's record function.

Discord & Refer-a-friend
Do consider jumping on Discord with other verified cops - communication and teamwork is definitely easier if things are done verbally =)
Even if you are simply chatting with other players and enjoying some banter it does help the community.
If you have any friends who own a copy of GTA SA or are considering purchasing one - you can give them your /refer code to use when they register on the server to give you both a small bonus too!

Feedback
Some information was intentionally not included in the body of this guide:
--> The /search command because it currently doesn't serve a useful function for Law Enforcement (e.g. if the suspect has grenades and intends to use them, it's already too late at that point lol).
--> The /jobevent /respond and /cooldown commands - logic here being that scripted job events are self-explanatory and only involve NPCs.

Just wanted to say here before you do feedback, if it is something relatively minor, don't be afraid to ping me on Discord.
I'm in the official Mike's CnR server, so it might be better than there being lots of posts about minor things. Thanks!
The only thing I am not 100% sure about is the benefits column of the table in Section 1 (i.e. the specific vehicles and whether they're in the correct ranks).

Conclusion
I grew up on GTA SA and SA-MP - probably put thousands of hours into it, and here I am returning as an adult putting even more in.
There's definitely something special about it. It achieves things that GTA Online and other similar sandbox games have never achieved.
We shouldn't lament the relatively low number of players compared to previous years - we should celebrate that SA-MP is still here, still working on current hardware and Operating systems, still with 100,000s of players engaging with it all of these years later.
I don't write guides for things often - but the Law Enforcement side of the game felt like a really good area to address, and I decided to produce v0.1 in one sitting (based off of a page of notes I had made on the structure I was going to use).

Really hope you enjoyed this guide and got some value from it - and sincerely hope this will become a key reference point for new cops or cops who are confused about how to engage with criminals or simply those ambitious cops that want to know how best to improve their odds ;D

This is me signing out for now 24.02.21.

Cheers,
Matthias.

« Last Edit: February 26, 2021, 10:08:13 am by Matthias »

Offline cynosy

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #1 on: February 24, 2021, 11:20:07 pm »
This must've taken a lot of time and dedication, well done.

Offline legend

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #2 on: February 24, 2021, 11:20:53 pm »
holy fuck man, how long it took to write it all down? respect the effort tho

Offline Dracula

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #3 on: February 25, 2021, 12:33:24 am »
Good job sir 👍👏. This will help a lot of players specially the newer one and the og one as well.

[P]atchy[MAIN]

Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #4 on: February 25, 2021, 03:10:20 am »
OMG lol! Thanks for this guide bro! +1 respect from me and should be given by others peoples too

Offline renzy

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #5 on: February 25, 2021, 03:24:17 am »
damn bro thx +1 respect for yo.

Offline Hank_Montgomery

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #6 on: February 25, 2021, 06:51:31 am »
What the hell is this, man?! Holy smokes!

Offline howl

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #7 on: February 25, 2021, 07:13:44 am »
united kingdom btw

Offline YellowFlash

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #8 on: February 25, 2021, 07:29:37 am »
TLDR but goodjob respect to you :D

Offline Parzival

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Re: Unofficial Comprehensive Law Enforcement Guide
« Reply #9 on: February 25, 2021, 08:44:33 am »
great guide, thank you a lot for your time and effort
xo

Offline DRAG0NFURY

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Re: Unofficial Comprehensive Law Enforcement Guide v0.2
« Reply #10 on: February 25, 2021, 12:34:45 pm »
I'd like to thank you in behalf of the staff team for this detailed guide however I'm urging all players to not take the rules written here for granted because as the title suggests this is an unofficial guide.

Offline Matthias

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Re: Unofficial Comprehensive Law Enforcement Guide v0.2
« Reply #11 on: February 25, 2021, 01:01:24 pm »
I'd like to thank you in behalf of the staff team for this detailed guide however I'm urging all players to not take the rules written here for granted because as the title suggests this is an unofficial guide.
Greetings nxy!
Appreciate the thanks on behalf of the staff! ♥

Completely agree with this. This is why it I made the point of marking it unofficial, adding the disclaimer, suggesting people to check the official rules (/coprules) throughout and suggesting ways to get clarifications via official channels if players still have doubts.

That being said I have taken efforts to ensure the information is as accurate / comprehensive as possible as a part of my research and I've also tried to keep the information relevant / to the point when addressing stuff that impacts other players.

If there is any inaccuracies I'm of course happy to revise - though in terms of content this guide is very close to completion from my perspective.
Definitely would be happy to get the guide "verified" by Mike though - even if this has to remain an unofficial player-written guide ^.^

Offline GtaFreak

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Re: Unofficial Comprehensive Law Enforcement Guide v0.3
« Reply #12 on: February 26, 2021, 04:38:36 am »
Good job. Its funny to me that so many players who have been playing for so long still don't know these rules.

I will advise though, if you are orange named, police can disable or destroy your vehicle with gun fire.

As example, they shot someone 3 minutes ago or robbed a shopkeeper 2 minutes ago, police can shoot their vehicle until its disabled or destroyed. Police don't need to wait for retaliation in order to attack a suspects vehicle, its only during on foot combat where they need to wait.

While we do advise pit maneuvers and roadblocks, vehicle collision is not synced very well and therefore chases like this would just go on forever, so grab a buddy and disable their vehicle via gunfire. Just don't kill them (unless they're recent threats in /crimes)
« Last Edit: February 26, 2021, 04:46:54 am by GtaFreak »

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Re: Unofficial Comprehensive Law Enforcement Guide v0.3
« Reply #13 on: February 26, 2021, 06:35:43 am »

JK .


Good job boner , Very Cool keep it up


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Re: Unofficial Comprehensive Law Enforcement Guide v0.3
« Reply #14 on: February 26, 2021, 07:15:06 am »
50 of you and mcnr would be great ;D..Nice work from the grove 8)

Offline Matthias

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Re: Unofficial Comprehensive Law Enforcement Guide v0.3
« Reply #15 on: February 26, 2021, 10:45:11 am »
Greetings!
Thank you for the response -please see my reply below :)

Quote
I will advise though, if you are orange named, police can disable or destroy your vehicle with gun fire.
Completely agree with this but only if they have a valid reason to do so. My thoughts on that following:

Point from the unofficial guide as per v0.3 talking about firing at vehicles (orange and red)
  • If the suspect is firing upon you - you are permitted to return fire, likewise in the event the suspect is known armed/dangerous (e.g. very aggressive, very recent police murders - please use good judgement and study the /coprules , if you still have any doubts you can use the /helpme command on the server to call on an Admin or the #rule-clarification channel of the Discord server for assistance.)
Quote
As example, they shot someone 3 minutes ago or robbed a shopkeeper 2 minutes ago, police can shoot their vehicle until its disabled or destroyed. Police don't need to wait for retaliation in order to attack a suspects vehicle, its only during on foot combat where they need to wait.

While we do advise pit maneuvers and roadblocks, vehicle collision is not synced very well and therefore chases like this would just go on forever, so grab a buddy and disable their vehicle via gunfire. Just don't kill them (unless they're recent threats in /crimes)
Paragraph 1 - Agree there are circumstances where police can start firing on a suspects vehicle without being attacked first (this is what I was trying to indicate with the armed/dangerous and the couple examples) but not sure it is exactly clear. The guide should reflect what is expected and also what is allowed. When I do the next revision I could probably do something along the lines of "You may fire upon a suspects vehicle if" with a few of the most common reasons and can probably clarify the actual importance of the /crimes command in relation to the rules of engagement in section 4 (people cannot reasonably be expected to remember the recent events of every criminal which is why we have this command :D )

Paragraph 2 - Forever is a stretch :P Usually players make some pretty critical mistakes allowing you to box them in or forcing them to flee a flipped car - keeping the pressure on them by having a suitable vehicle to close the gap is usually sufficient in my experience. That notwithstanding they'll run out of petrol sooner or later - I had this happen to me once when I pursued a very-fast car with a regular patrol vehicle for a giggle and had no other options (I was by myself).

Just to explain part of my rationale behind the 'firing at vehicles' part of the guide - please see the screengrab of someone asking a pertinent question on the Discord server with Mike's response - https://i.imgur.com/XTMWZgY.png
What I am taking away from it is that is that police shouldn't be indiscriminately drivebying every fleeing orange or red player they see - which is something that happens surprisingly often on the server based on my personal experience.

All of this being said, I am aware that this guide is on Mike's radar (and I'm hoping to get the spawn lists of the ranked police vehicles in order to complete this guide).
I'm holding off doing any major revisions for the time being in order to allow people to read, digest, reflect and feedback.

Definitely would be good to hear Mike's view on all of these points to understand if and what needs to be changed.   
« Last Edit: February 26, 2021, 10:48:02 am by Matthias »