This Is the Police
Professionalism
As great as the story and voice acting is (also its hard to find a good management game nowadays and police games except for sleeping dogs) im really confused about professionalism, i got a guy who was 1200 prof to start with, thought "epic this guy could do hard to solve crimes almost all by himself) and yet failures still occur, i feel it would help if the game gave a % chance of success, if 150 is an average cop according to the game, why is my 500 400 300 300 being sent to a 5 cop mission end with 3 dead cops, also upgrading the swat efficiency doesnt give a numerical value, can someone explain the math of this game? Thanks.
< >
Showing 1-11 of 11 comments
Frostfang Aug 4, 2016 @ 4:40pm 
The game is RNG heavy when it comes to mission success it seems, you can send an entire squad out for a mission and half of them could die. You could reload that same job send out the same squad and this time no one dies.
Epicrenegade Aug 4, 2016 @ 4:43pm 
It can be really annoying when one woman with a gun kills multiple officers when all officers have guns and a ♥♥♥♥♥♥♥ swat team, whom is assume have sub-machine guns/assult rifles, apparently im facing Django
Last edited by Epicrenegade; Aug 4, 2016 @ 4:43pm
Frostfang Aug 4, 2016 @ 4:45pm 
How about those missions where you send out like 3 cops and they somehow get killed by a man armed with nothing but a syringe
Epicrenegade Aug 4, 2016 @ 4:55pm 
I just had a mission, 4 cops with 2 backup, guy escapes and kills 2 cops, wtf
Frostfang Aug 4, 2016 @ 5:02pm 
RNG is being cruel to you today.
Epicrenegade Aug 4, 2016 @ 5:08pm 
yup, takes the piss honestly
I dont know I think there is a logic to it. I definitly get weird but constant result, and think the game slowly ups the "average" proffesionality required in either every missions requirements or by just giving you more missions with said requirement but peppering "normal" missions throughout the day. For instance a mission came up with 4 person option and the fraud label so I sent 1 600 1 400 1 300 thinking that the 600 would clinch it, nope, dead cops. Swaped out the 300 for 500 and success every time.

There's ussually hints about the type of criminal in the description so I use that to justify what kind of cops to send. Also like anything in the ghetto gets serious attention, not trying to trigger just sayin thats like dead cop central.
Revaero Aug 5, 2016 @ 3:57am 
I'm having the opposite effect. I have a lot of cops that are at the very least 500 points on professionalism (some others much higher), and it seems like no matter what choices I make to try to intentionally fail a mission, they still succeed.

In case you are wondering why I want them to fail, it's because I want them fired legally so I don't have to shell out money to have mafia crime trap them. They were gonna tell on me for being abusive of my powers.
what day are you on ? @ 150 I had a case where, filling all slots, no-one was below 600 and only one guy below 800 and they all died, no options just everyone died responding to the call.
Epicrenegade Aug 5, 2016 @ 1:28pm 
It would be nice in an expansion pack/dlc or in the sequal to give a "you have the chance of success between 70-80% sending these cops" and since backup is a big thing, as a random event it could say "hey boss, situation is more serious than we thought" and the percentage could be slightly changed to 60-70% and sending backup would increase success, these are just ideas but it can be hard to plan when your god like 1700 three strip cop cant handle a woman with a gun when he also has 4 600s as backup
Revaero Aug 5, 2016 @ 4:01pm 
Originally posted by AUR Gen. HugglyPugglyWuggly:
what day are you on ? @ 150 I had a case where, filling all slots, no-one was below 600 and only one guy below 800 and they all died, no options just everyone died responding to the call.
This sounds like an entirely different bug rather than what i'm experiencing. I'm just past day 92. The difference between your situation and mind sounds like mine is just adjustments needed for gameplay mechanics but yours is a flat out bug.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Aug 4, 2016 @ 4:37pm
Posts: 11