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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.
Another 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. Or the idiot who's (so far in my game) never shown up for work for one reason or another. I would rather fire these cops than keep them.
Also 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 rage quit after losing 3 cops because they become useless after getting shot, understandably. 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 would say about 50% of my calls I couldn't respond to due to the high requirements as well.
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.
Not to mention I have put a full intelligence officer on an investigation for 3 days in a row with no return on investment. Am I missing something? What is the stat needed for investigations?
Very difficult game. 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.
Can't see that happening
Patch came out a couple hours ago that addresses some of the difficulty concerns.
Great game, and the devs seem to be listening to the feedback. Keep being constructive ladies and gentlemen.
Btw Charlie dosent have a disloyal state.