This mischaracterization of the movement is not based on fact but rather fear. I will continue to hope that sooner than later something happens that gives you a cap or staff influx, but I have to take a break after my rogue cop got himself and his team killed during a tactical intervention.Policy Fellow - Center for Justice Research, Texas Southern University Am I missing something? What is the stat needed for investigations?
#This is the police 2 cop numbers full#
Not to mention I have put a full intelligence officer on an investigation for 3 days in a row with no return on investment. Maybe if I have one shift of all the performers and one shift of all the non performers I would hit all the calls on one day, but the next I would be SOL and the non performers would never advance. I would say about 50% of my calls I couldn't respond to due to the high requirements as well.
I think the game needs better balancing, because after that tactical operation I would have hit the point of no return where I would never have a sustainable police force due to people skipping work, exhaustion, and refusing to work with each other. I rage quit after losing 3 cops because they become useless after getting shot, understandably. ♥♥♥♥ Penkins.Īlso I just did my first tactical operation and had some officer who was a loose cannon running and gunning and doing his own thing. I hope that you are able to fire officers after some progression like the first game. I would rather fire these cops than keep them. Or the idiot who's (so far in my game) never shown up for work for one reason or another. This! This would make it so much nicer to play.Īnother thing that I don't understand is this: Those officers who refuse to work with certain other people, why do we not get an option to discipline them? Or the drunkard who constantly won't show up for work. Just a quality of life thing so I don't have to take notes, though making handwritten notes does add an ambiance to the management side I suppose. Or if an officer won't respond with other unprofessional officers, after the initial refusal let the tool tip show what the minimum rank a police officer needs to have for them to partner up. Say a police officer refuses to respond to calls with a woman, in the future when you scroll over them during the shift selection and during the day you'll see they won't respond to calls with women and you won't make that mistake.
What I would like is a tool tip that pops up for the police officer after their initial refusal. Originally posted by -TwistedPretzel-:It adds an interesting dynamic to the game, I don't mind it much. I took the days off tomorrow and the day after shortly after I heard about todays release because I wanted to binge play it.
I really, really wanna play this awesome title and I generally really happy about it and also delighted you guys released it today, thank you! But damn is it frustrating in its current state. I also am huge fan of the excellent mix of genres and find the game really interesting.īut ♥♥♥♥♥♥♥♥ is it frustrating, I don't mind a game where losing is part of it, but having police officers plain refuse to go to a job or work with XYZ and that kind of stuff that frequently is absolutley ludicrous and takes considerably away from the fun.Īlso I very much dislike the gameplay aspect of police officers going "rouge" on tactical missions as that totally screws up your cool stealth mission approach.Īfter failing to respond to all but one 911 call because of officers refusing to even get in the effin car and drive there and getting everybody WHO EVEN AGREED TO GO TO THE TACTICAL MISSION killed because some unhappy camper decided to run headfirst into 4 guards in the first bomb mission - I went from 55+ can caps to 0 and I shut off the game. First of all I love the concept of the game, I absolutley love the writing, the voice acting and the story.