Police: Difference between revisions

MowMow (talk | contribs)
A bit more clarification, a bit more confusion, a bit worse for wear.
CCTV4569 (talk | contribs)
Re-structured the page, fixed some tense issues, and fixed grammatical issues
 
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[[File:Miliatiaman.jpg|thumb|300px|Militiaman next to the ATM booth]]  
[[File:Miliatiaman.jpg|thumb|300px|Militiaman next to the ATM booth]]  
The '''Police''', also referred to as '''Militiamen''', enforce all standard Police duties in [[Obenseuer]] as a part of [[Phone#Phone_Numbers|Stalburg Emergency Services]]. This includes handling fines, bounties, crimes, and reports.
The '''Police''', also referred to as Militiamen, act as the police force and carry out policing duties in [[Obenseuer]] as a part of the [[Phone#Phone_Numbers|Stalburg Emergency Services]]. This includes handling fines, bounties, crimes, and criminal reports.


As of version 4.0.06, Police presence is only found in the [[Residential]] district zone and the [[Jail]], as well as being implied to control the checkpoints to the [[Bazaar]].
As of version 4.0.06, police presence is only within the [[Residential|Residential District Zone]] and the [[Jail]], as well as being implied in control checkpoints to the [[Bazaar]].


The Player can also call the police by proxy through the Stalburg Emergency Services line using the number 112 at any [[Phone|phone]].
The player can also call the police by proxy through the [[Phone|Stalburg Emergency Services]] line using the number 112 at any [[Phone|phone]].


==Posts and Patrols==
==Posts and Patrols==
Militiamen officers are posted in two locations around the Residential District zone, with one next to the [[ATM Booth]] in Market Square and the other next to the Bazaar Checkpoint in the Backyard. They maintain their post during the day while patrolling the area during the night.
Militiamen officers are posted in two locations around the [[Residential|Residential District Zone]], with one next to the [[ATM Booth]] in Market Square and the other next to the Bazaar Checkpoint in the Backyard. They maintain their post during the day and patrol the area during the night.


If the Player has a bounty, has committed a [[Crimes|crime]] in view of the Militiaman, or is carrying valuable stolen items, a Militiaman may chase down the player. Upon reaching the player, the Militiaman may simply immediately knock the player out and send them to jail at a high enough bounty, or a conversation is started where the player can take one of four actions:
If the player has a bounty, or has committed a [[Crimes|crime]] in view of the Militiaman, or is carrying valuable stolen items, a Militiaman will chase down the player. Upon reaching the player, the Militiaman will either immediately knock the player out and send them to jail at a high enough bounty, or a conversation is started where the player can take one of four actions:
*'''Pay the Fine''', costing [[Currencies#Real_Money_(RM)|RM]] scaling at 1.5x your Crime Points. This is usually far cheaper than a bribe, and will immediately remove the bounty and prevent any further conflict. However, if you are carrying any stolen items they will be removed.
*'''Pay the Fine:''' The cost is in [[Currencies#Real_Money_(RM)|RM]], scaled at 1.5x your Crime Points. This is usually far cheaper than a bribe, and will immediately remove the bounty and prevent any further conflict. However, if you are carrying any stolen items, they will be removed.
*'''Bribe the officer''', costing [[Currencies#Open_Sewer_Coins_(OC)|OC]] scaling with your Crime Points and Bribery Skill with a slight randomness, with a chance to fail. If it fails, the officer will instead immediately jail you '''as well as increasing your jail time by 25%.''' However, unlike paying your Fine, this will not remove stolen items on your person.
*'''Bribe the Officer:''' The cost is in [[Currencies#Open_Sewer_Coins_(OC)|OC]], scaled by your Crime Points and Bribery Skill with a small randomness factor, with a chance to fail. If it fails, the officer will instead immediately jail you ''as well as increasing your jail time by 25%.'' However, unlike paying your fine, this will not remove stolen items from your person.
*'''Plead Innocence''', which will lead to you being sent to jail with the time scaling with your bounty. This has a chance, albeit a very low one, to succeed instead.
*'''Plead Innocence:''' This will lead to you being sent to jail with the time scaling by your bounty. This has a chance, albeit a very low one, to succeed instead.
*'''Run''', which will cause the officer to give chase and prompt an immediate capture if they catch up.
*'''Run:''' This will cause the officer to give chase and prompt an immediate capture if they catch up.


If the Player has gathered a bounty, but not one high enough to cause a chase, they can talk to either Militiaman at any time to turn themselves in. This instead gives four other options:
If the Player has gathered a bounty, but not one high enough to cause a chase, they can talk to either Militiaman at any time to turn themselves in. This instead gives four other options:
*'''Bribe the officer''', functioning the exact same as if you had been prompted.
*'''Pay their Fine:''' This functions the exact same as if you had been chased.
*'''Pay their Fine''', functioning the exact same as if you had been prompted.
*'''Bribe the Officer:''' This functions the exact same as if you had been chased.
*'''Go to Jail''', which has the officer send you to jail with the duration scaling with your bounty. Unlike being caught, this results in a '''30% shorter jail time.'''
*'''Go to Jail:''' The officer will send you to jail with the duration scaling by your bounty. Unlike being caught, this results in ''decreasing your jail time by 30%.''
*'''Leave''', which simply exits the conversation and lets you walk away.
*'''Leave:''' The player can simply exit the conversation and walk away.


==Bribes==
==Bribes==