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- To Serve and To Protect
-
- Version 1.0
-
- Vivid Software
-
- INTRODUCTION
-
- The police chief mused over his current predicament. His city
- had been on the edge of riots for weeks which had started when a
- failed police assault on an innocent building sent the city into
- riots. Currently, all his available units were being sent back
- to base where they could be outfitted with riot gear. Meanwhile,
- helicopters flew over the city keeping watch on the rioters and
- the occasional looting. It was going to be a long winter, and if
- the rioters did not stop soon, he was going to have to use the
- heavy weapons. He also knew he would never reach the goal of a
- moderate public opinion and crime rate.
-
- This situation could not only happen in real life but also in
- this game, To Serve and To Protect. You will do many of the
- tasks of a police dispatcher like deploying units and responding
- to crimes. You will also, during the course of the game, perform
- police chief duties like budgeting and personnel. Finally, you
- can also do many things neither does, like deciding to build new
- buildings, judging crimes, and taxing citizens.
-
- PLEASE REGISTER!
-
- This version of To Serve and To Protect is shareware. This means
- that you are free to play TSTP in order to test it and to see if
- you like it. If you continue to play it, you should register.
- In return for $20, we will send you the registered version which
- allows the following neat stuff:
-
- ∙ Variants which allow you to change opening settings like
- crime rate, money, personnel, and rioting on or off.
-
- ∙ Cheats to help you through the game.
-
- ∙ 4 new police vehicles: fastcars, unmarked cars, helicopters,
- and vans.
-
- See ORDER.FRM for details.
-
-
- HOW TO USE THIS MANUAL
-
- There are four areas to this manual. The first shows how to
- to set up a new game. The second chapter is a tutorial which
- will help you get used to concepts of the game. The third chapter
- shows how to do various tasks in the game. The third chapter
- shows how to play the game and gives various hints and tips.
-
- If you wish to just jump right in and play, you can probably just
- skim over chapter two and use it as a reference to the various
- icons in the game. Chapter three will probably have to be read
- in depth, however.
-
- CHAPTER 1
- SETTING A UP NEW GAME
-
- Changing and Setting the Sound Setup
-
- After you have performed the initial installation, or if this
- is your first time playing To Serve and To Protect, you can change
- to sound card setup.
-
- To change the setup, follow this step:
-
- 1. Go to the To Serve and To Protect subdirectory. For
- instance, if you installed To Serve and To Protect in the
- \TSTP subdirectory, you would type CD\TSTP and press
- Enter. Then, type the following: DEL SOUND.CFG.
-
- If this is your first time playing, follow these steps:
-
- 2. Type TSTP and press Enter.
-
- 3. The Sound Setup screen will appear. Click on the sound card
- that you have and then click on Continue. Your sound card
- setup is now changed.
-
- Welcome to To Serve and To Protect!
-
- Notice that there is no music in the game. If you want to have
- music, copy your favorite MT-32 songs and rename them SONG1.DAT,
- SONG2.DAT, SONG3.DAT or SONG4.dat. Then, during the game, you
- can use Z, X, C and V to play them.
-
- In the beginning, an introduction will show. To abort the
- introduction, just hit any key. The Main Menu will appear.
-
- The Main Menu
-
- The main menu consists of four "buttons": Load Game, New Game,
- Configuration, and Exit to Dos. Click on any of them to do their
- respective task.
-
- Loading A Game
-
- Loading a game is simple. Just click on one of the saved games
- in the middle of the screen (only games in use will appear).
- Then click on done and the game will be loaded.
-
- Starting A New Game
-
- Starting a new game can be very simple or it can be complicated.
- In the new game area, there are several areas where options can
- be set. These include Scenario, Map, Difficulty, and Variants.
- In order to start a game, a scenario and a difficulty level must
- be set. To start the game, click on "Start". To cancel and
- return to the main menu, click on "Cancel".
-
- Scenarios
-
- Scenarios set the victory conditions of the game. In some
- scenarios, the victory conditions include having a certain
- level of public opinion. In others, the victory condition may
- be to stop rioting. Scenarios also set some beginning factors
- in the game like rioting. Below is a description of each of
- the seven scenarios included with To Serve and To Protect.
- Each scenario last one month long.
-
- Scenario 1, Normalcy: This scenario is simple. Maintain a
- public opinion of 50% or higher and a crime rate of 50% or
- lower. Use whatever methods at your disposal to achieve these
- goals.
-
- End Public Opinion: 50% End Crime Rate: 50%
-
- Scenario 2, Shortage: The city in which you control has
- always had problems recruiting people to serve as police
- personnel. Therefore, you are limited to a maximum of 30
- officers and 50 patrolmen. Because of these limits, no
- officers and patrolmen are assigned at the beginning of the
- game and you must assign them yourself.
-
- End Public Opinion: 50% End Crime Rate: 50% (REG. VERSION ONLY)
-
- Scenario 3, Martial Law: The city has been declared for
- various reasons to be in a state of martial law. As a result,
- only an aggressive posture is allowed. A description of the
- aggressive posture and its effects is on page 10.
-
- End Public Opinion: 50% End Crime Rate: 50% (REG. VERSION ONLY)
-
- Scenario 4, Riot Recovery: The last police chief who
- controlled the city was a bumbling idiot. By the time the
- political leaders finally pressured him out of office, the
- city was in the middle of heavy riots. As the newly appointed
- police chief, it is your job to stop the riots and get the city
- back under control. The Riot and Public Opinion variants have no
- effect on this scenario.
-
- End Public Opinion: 50% End Crime Rate: 50% (REG. VERSION ONLY)
-
- Scenario 5, New Force: The city in which you control had
- always used a volunteer police force. But because of the
- recent influx of drugs, a large professional police force is
- needed. Therefore, at the start, you will have no police
- related buildings and you will have no vehicles. You are
- essentially helpless until you start building. The map
- municipal settings and the vehicle stock variants have no
- effect on this scenario.
-
- End Public Opinion: 50% End Crime Rate: 50% (REG. VERSION ONLY)
-
- Scenario 6, Beverly Hills: As a top socialite in Beverly
- Hills, you are appointed police chief because of your
- connections. Your job is mainly concerned with having a
- high public opinion so that you can impress your friends.
- Maintaining a decent crime rate is not a priority.
-
- End Public Opinion: 90% End Crime Rate: 20% (REG. VERSION ONLY)
-
- Scenario 7, Drug Hideout: The city you control has become a
- haven for the drug lords. You must destroy at least five drug
- HQs. To accomplish this, build a force of highly trained assault
- vans and a large number of detectives and informants.
-
- End Public Opinion: 50% End Crime Rate: 50% (REG. VERSION ONLY)
-
- Map Generator Setup (REGISTERED VERSION ONLY)
-
- The map section of the New Game area sets the random map
- generator. The map generator can be set to three modes: random,
- manual and user-made. To change the mode from the default random
- mode, click on the Random button. When the map generator is set
- to manual, you can change the percentages of five areas in the
- random map generator. A description of the five areas follows:
-
- Residential: Residential areas on the map include mainly
- houses and town houses. Unlike other areas, the more
- Residential areas there are in a map, the more citizens
- there are in the city, and the more taxes you can get.
-
- Commercial: Commercial areas contain mainly stores,
- restaurants, billboards, and gas stations.
-
- Municipal: This includes pre-built police stations, training
- centers, community centers, courthouses, police academies,
- prisons, and rehabilitation centers. This has no effect in the
- scenario number 5, "New Force".
-
- Undeveloped: Undeveloped areas include abandoned buildings and
- empty slots which are suitable for building new police
- buildings.
-
- Other: Other includes parks, community swimming pools, and
- trailer parks.
-
- There are some rules for setting the random map generator. These
- include:
-
- ∙ Commercial area percentages may not exceed 50%.
-
- ∙ The sum of municipal and undeveloped areas may not be lower
- than 2%.
-
- ∙ The sum of municipal and undeveloped areas may not be higher
- than 10%.
-
- ∙ The sum of all areas may be lower than 100%, but it may not
- be higher than 100%.
-
- The other option is User-Made. Here, a map that was made with the
- TSTP map designer can be used. Five choices can be selected:
- MAP1.DAT through MAP5.DAT.
-
- Difficulty
-
- There are 12 difficulty levels. They range from level one
- which is the easiest and level twelve which is the hardest. The
- difficulty levels not only effect things such as starting money,
- starting personnel, starting crime rate and public opinion, but
- many other factors. A description of the differences between the
- difficulty levels is in Appendix B: The Difficulty Levels.
-
- Variants (REGISTERED VERSION ONLY)
-
- The six areas in the variants area changes factors at the
- beginning the game that would otherwise be set by the
- difficulty levels. So, for example, if you want a challenge
- but don't want to have to worry about money, you can set the
- difficulty to level 12 and the money variant to +2000. This
- allows the game to be more suited to doing what you enjoy.
- No variants need to be set in order to start a game. The six
- areas of variants are described below.
-
- Money: In the money section you can change the amount of money
- you start with. The amounts of +500, +1000, +2000 is the amount
- of money you will get in addition to whatever the difficulty
- level gives you. To see the amount of money a particular
- difficulty level gives, see Appendix B: Difficulty Levels. The
- money option "No Money" will set the amount of money that you
- start with to 0 regardless of difficulty level.
-
- Personnel: Here you can change the amount of personnel you
- start with. The +5O, +15P selection adds 5 officers and 15
- patrolmen to whatever the difficulty level gives you. The
- +10O, +20P and +15O, +30P also do the same, but in respective
- amounts. To see the amount of personnel each particular
- difficulty level gives you, see Appendix B: Difficulty Levels.
- The personnel option "No Extra" will set the amount of personnel
- that you start with to 0 officers, 0 patrolmen regardless of
- difficulty level. The personnel option has no effect when
- Scenario 2, "Shortage" is selected.
-
- Riots: There are two choices in the riots area: no change and
- rioting. When the rioting option is set, the public opinion is
- automatically set to 15%.
-
- Public Opinion: There are 4 choices in the public opinion
- area: No change, High, Medium and Low. High sets the public
- opinion to 80%, Medium sets the public opinion to 50%, and Low
- sets the public opinion to 20%. This option has no effect in
- Scenario 4, "Riot Recovery", or when the Riots variant is set to
- Rioting.
-
- Crime Rate: There are 4 choices in the crime rate area: No
- change, High, Medium and Low. High sets the crime rate to
- 80%, Medium sets the crime rate to 50%, and Low sets the crime
- rate to 20%.
-
- Vehicle Stock: The vehicle stock is the amount of vehicles
- that are already in pre-built buildings. This option changes
- the default number of vehicles assigned to a police station. To
- see the number of default vehicles for a particular
- difficulty level, see Appendix B: Difficulty Levels.
-
- Random Events: Near the start button are is the random event
- button, or Rd. Ev. When toggled on, random events happen
- sporadically through the game and can do random good things and
- random bad things to the police.
-
- Configuration
-
- The configuration area is where you can change certain options to
- fit your liking. On the bottom of the screen are three
- buttons labeled Cancel, Done, and Save. Cancel exits out of
- the configuration menu without changing any options. Done
- exits out of the menu with the currently selected options. Save
- saves these options so that the next time To Serve and To
- Protect is run you do not have to set them again. Above these
- three buttons are the options. Clicking on them will toggle
- them on and off. Below is a list of the options and what they do
- when toggled on.
-
- Weather: With weather toggled on, occasional rain and snow
- storms will occur. Also, the differences between day and night
- will be shown.
-
- Stoplights: When stoplights are toggled on, vehicles will stop
- at red lights and stop signs.
-
- Limited Vision: Limited vision means that only cars that are
- within range of a police vehicle or building can be seen. With
- limited vision off, every vehicle can be seen.
-
- Border Scrolling: When border scrolling is on, the large map
- during the game will scroll when the mouse is at the extreme
- edges of the screen.
-
- Music: When this is on, music will play during the game.
-
- CHAPTER 2
- TUTORIAL
-
- This chapter will give an example as to how to play the game.
- Since events happen randomly, an example of dealing one cannot be
- given in this chapter. For tips on how to deal with events, see
- chapter 4.
-
- The first step is to load the tutorial. At the main menu,
- click on "Load Game". Then click on saved game number one and
- Load. This will load the tutorial.
-
- When the game starts several general areas can be seen. One
- is the big map which shows your city enlarged. This takes up the
- majority of the screen. On top of this is the icon bar and above
- the icon bar is the menu bar. To the right of the big map is a
- empty blue rectangle. This area is where cars will be controlled.
- Below the big map is two other blue rectangles. The left
- rectangle is where various miscellaneous items are controlled and
- the other rectangle is where information is displayed and can be
- reacted to.
-
- Notice the small map in the lower right corner. The dark and
- light gray areas are the city street map and buildings. The brown
- squares on the map are empty areas and the green squares are your
- police related buildings except for police stations, which are
- represented by blue squares. The white dots are civilian
- vehicles. Finally, the white square shows where your big
- map is centered on in your city.
-
- Notice that this square is centered on a police station. If
- you look in the center of the big map, you will see the police
- station. It is a blue building with "PD" on the roof and a
- parking lot next to it. Click on it. This will display the
- police station in the miscellaneous rectangle in the lower left
- hand corner. This is how you control police-related buildings.
-
- This display contains a lot of information: notice that it is
- police station 1. To the left is the personnel that the police
- station uses (4 patrolmen and 1 officer). Below this are three
- squares that show each police vehicle in the station, its unit ID,
- the weapons each car uses, and the personnel assigned to each
- vehicle.
-
- Below it are two upgrade icons. Click on the left one which has
- a computer on it. This gives the station a crime lab. Since this
- will clear the miscellaneous area, click on the police station again.
- The other icon is a helicopter pad. This option is useless in the
- shareware version as helicopters cannot be bought. To the right of
- these icons are the foot patrols. Click on plus until the number
- reaches its maximum (8). This will increase the visual range of
- the police station.
-
- To control the first car in the station (Unit 1/1), click on
- its box. This will change the bottom row of icons. Click on the
- second icon from the left. This changes the vehicle's weapon.
- Click on the third icon to change it back to pistol.
- Tap the fourth button from the right to assign another officer to
- the car. You can take it off or assign patrolmen to the car with
- these buttons. To deploy the car, click on the first button.
-
- You will notice that the police car is deployed. It is across
- the street from the station and situated next to a blue house.
- Move the mouse over the car and you will notice that the mouse
- cursor changes. Click now to select this car. You can now
- control this police car. Notice that it is also possible to click
- on civilian cars to gain information on them. Notice the
- information presented in the blue window to the left of the big
- map. On top it tells the year, make, personnel assigned, and unit
- designation. Below this are twelve icons that you can control the
- car with. Below that are its skill, morale, and fatigue ratings.
- Finally, on the bottom, is the speed of the car which reads "0".
-
- To move the car, click on the first button in the second row of
- icons. Click on northwest corner of the small map. This will
- change the big screen. Click on one of the streets on the big
- map. Then, on the small map, change the big map location to the
- previous location over the police station. You will notice that
- the car has started to pull out into the street and move.
- Increase its speed to 60 by clicking on the rightmost "5" in the
- speed area.
-
- To change the speed of the game, click on the plus button next
- to the "2 sec" on the icon row. This will increase game speed.
- Increase it to "1 min". To slow it back down, click on the right
- mouse button. This button defaults the game speed to 8 seconds.
-
- Getting back on the police car, click on the stop sign located
- next to the "move to" button (2nd row, 2nd button). This will
- stop the car. Then click on the button on the row below the stop
- sign. This will tell the car to return to its assigned police
- station. Be aware that it is not necessary to stop the car in
- order to give it an order to return home. Be sure to read chapter
- 2 to understand what the other icons do.
-
- Now let us build a new police building. To do this, click on
- the first button from the left on the icon row. This changes the
- miscellaneous area to a building construction screen. Notice that
- the seven types of buildings are displayed. We want to build a
- courthouse, so click on the second building from the left. Next
- we must choose a building site. Click on the "Site +" button.
- This will change the big map to center on the construction site.
- We cannot build the courthouse here because the site is only 4
- squares big (it is the abandoned building). We need a site with 9
- squares. Click on the "Site +" button again. This new site (a
- fenced in abandoned lot) is 9 squares big. To begin construction,
- click on the hammer icon. Notice that the building will not be
- immediately built. It will be constructed over a two day period.
-
- We will now want to buy a new police car. Click on the buy
- new car icon (second from left). This will again change the
- miscellaneous area. Click on the motorcycle (first button). Then
- we must choose a police station to assign the cycle to. Click on
- number one (there are four police stations). Then click on the
- "Buy" button.
-
- You should man every new vehicle you buy. To do this, go to
- the police station (it is the one that we deployed a car from).
- Click on it and you will notice a new car (Unit 1/4). Click on
- it's box and click on the patrolmen (blue officer) + button. This
- will assign a person to the bike. Notice that since it is a
- motorcycle, only one person can be assigned.
-
- Now we will change the overall police posture. This button is
- located to the right of the buy new car icon. You can cycle
- through the three postures: passive (officer with hand at side),
- normal (officer with hand over gun), and aggressive (officer with
- gun drawn). For now, let's leave the posture on normal.
-
- The icon next to posture is the car follow lock. To the right
- of this you can change assigned building personnel much like car
- personnel. Click on this icon. This will change the big map to a
- personnel screen that lists all your police buildings. Next to
- this are control icons, and next to these icons are the assigned
- personnel. Notice the redlines next to the personnel. This is the
- required number of personnel in order for a building to function.
- All your buildings now have the minimum number of people in order
- to function. Click on the "+ patrolman" button on
- community center number 1. Since this is over the number of
- required personnel to operate the building, it will increase the
- effect of the community center on the community. Now click on the
- "norm" button next to the community center. This will
- automatically assign the minimum number of personnel to the
- station. In this case, it took off the patrolman we just
- assigned. Now click on "Exit".
-
- Next to the personnel icon is the budget icon. Click on it.
- Budgets are compounded every four days, but here you can change
- its settings before it compounds. Notice the list of income and
- expenses. Click on the "Tax -" button. This will decrease the
- tax rate. This will slow the decrease in public opinion that
- taxes have on the community. Click on "Exit".
-
- The button next to the budget controls the mode the small map
- mode. You can cycle through map modes. The first is normal, the
- second displays area crime rate. The third displays visual range
- of police units and buildings as red diamonds. Any car that is
- not in a diamond cannot be seen. Cycle the small map back to
- normal.
-
- The button next to this brings up the special assignments
- screen in the miscellaneous area. Click on the "+ officer" button
- on the Anti-Drug line. This will increase the number of officers
- assigned to Anti-Drug programs which help decrease the crime rate.
- Now click on done.
-
- This concludes the tutorial. For more tips on gameplay, see
- chapter four.
-
-
-
-
-
-
- CHAPTER 3
- HOW TO DO THINGS IN THE GAME
-
- The Main Screen
-
- After starting a new game, and after loading it, you will be
- taken to the main screen. Below is a description of the areas
- in the main screen.
-
- Top Line
-
- The Top Line is where the two "pull-down" menus are located. To
- access the pulldown menu, click and hold down the left mouse
- button on the word File or the word Options. This accesses their
- respective menus.
-
- File Menu
-
- In this menu you can do three things: Load files, Save Files,
- and Exit to Dos. They can be accessed by releasing the mouse
- button while the option is highlighted. The Load files option
- acts just like the same option in the main menu; that is, just
- click on the game you wish to load and then click on done. Save
- games acts the same. Click on the slot you wish to save at, and
- then click on Save. Exit to Dos exits the game; a confirmation
- of the command will be asked.
-
- Options
-
- This toggles on and off the same options that were also
- described in chapter 1. To change an option, just release the
- mouse button when the mouse cursor is on the option you want to
- toggle.
-
- Top Icon Line
-
- The top icon line has many icons that have important functions
- such as budgeting and personnel. A description of each icon and
- what it does follows on the next few pages.
-
- The first icon, the construction icon, brings up the
- construction screen in the miscellaneous area. For a description
- of the construction screen, see page 21.
-
- The second icon, the vehicle purchase icon, brings up the vehicle
- purchase screen in the miscellaneous area. For a description of
- the vehicle purchase screen, see page 22.
-
- The third icon controls the overall police posture. There are
- three modes: passive (the top icon), normal (the middle icon),
- and aggressive (the bottom icon). Public opinion between the
- three postures varies: the public opinion improves during a
- passive posture, while public opinion erodes during an aggressive
- opinion. However, crime rate goes up during a passive posture,
- while the crime rate goes down during an aggressive posture.
- Also, searches of citizens during blockades and stops is more
- effective during aggressive postures, but public outrage for
- stopping someone increased. Finally, during a passive posture
- only, the police will perform random "goodwill" missions like
- picking up citizens and driving them places. For every random
- goodwill mission, public opinion increases. However, this denies
- use of a vehicle unless you want to dropoff the citizen, in which
- the public opinion will then go down. This button has no effect
- in the Martial Law scenario, when posture is always aggressive.
-
-
- The next button is the "lock" button. When it is depressed, the
- large screen will automatically scroll so that the current unit is
- in the center of the screen.
-
- The next button accesses the main personnel screen. For a
- description on how to use the main personnel screen, see page 29.
-
- The next button controls the mapmode. This is the mode of the
- small map in the lower right corner. There are three modes: normal
- (top), crime rate (middle), and visibility (bottom). The normal
- mode shows the map and visible cars, police vehicles, and police
- buildings. The crime rate mode shows local area crime rates. In
- this mode, green is the lowest, yellow and clear is in between and
- red are the highest crime rate areas. You can use this map to
- better decide where to deploy your units. Certainly it would be
- better to heavily patrol a red area than a green area. The last
- mode, visibility, shows the visible area of all your vehicles and
- buildings. This is mode is also important deciding where to deploy
- your units.
-
- The next button accesses the main budget screen. For a description
- on how to use the main budget screen, see page 29.
-
- The next button controls the mapmode. This is the mode of the
- small map in the lower right corner. There are three modes: normal
- (top), crime rate (middle), and visibility (bottom). The normal
- mode shows the map and visible cars, police vehicles, and police
- buildings. The crime rate mode shows local area crime rates. In
- this mode, green is the lowest, yellow and clear is in between and
- red are the highest crime rate areas. You can use this map to
- better decide where to deploy your units. Certainly it would be
- better to heavily patrol a red area than a green area. The last
- mode, visibility, shows the visible area of all your vehicles and
- buildings. This is mode is also important deciding where to deploy
- your units.
-
- The next button accesses the special personnel allocation screen.
- The special personnel allocation screen is where you can assign
- informants, detectives, and public relations personnel. For a
- description on how to use the main personnel screen, see page 28.
-
- The next button controls the special option screen. In the special
- option screen you can do special things like take bribes. For a
- description on how to use the special option screen, see page 28.
-
- The last button is the step button. When the step button is
- depressed, the time speeds by until a new event happens. You cannot
- control anything while stepping! To stop "stepping", just click on
- the step button again.
-
-
-
- Scale
-
- The scale is the pace at which the game runs. Besides
- "stepping", there are six other speeds. These include 1 second,
- 2 seconds, 4 seconds, 8 seconds, 30 seconds, and 1 minute. The
- name of these speeds represents their scale. Therefore, the 1
- second speed means that one second of real time is equal to one
- second of game time. The 1 second speed therefore is the
- slowest, and the 1 minute speed is the fastest. To increase the
- speed, click on the plus button. To slow the game speed, click
- on the minus speed. To set the game to 8 seconds, click on the
- right mouse button when it is not on the small map. This serves
- as a useful "panic button".
-
- Time
-
- This is the current game time and date. The date lets you know
- how much time until the end of the scenario is reached. The only
- effect time has in the game is the fact that crime is more likely
- to happen at night.
-
- Unit Control Screen
-
- In this area, you can control the police vehicles under your
- control once they are in the large map. To select a vehicle,
- click on it. You can also click on civilian vehicles, but only a
- vehicle type will show plus the vehicle's speed and its passenger
- number. Each area of the unit control screen will be now
- described.
-
-
- Vehicle Type
-
- At the top is the vehicle's type. If the vehicle is a civilian
- vehicle, this area will display the model make and year.
-
- Current Task
-
- This area shows what the vehicle is currently doing.
-
- Unit Identification
-
- This area displays (you guessed it) the unit's identification.
- The first number is the vehicle's assigned police station and
- the second number is the vehicles place. Therefore, a unit with
- an identification of "Unit 3/4" would be the fourth vehicle at
- police station number three.
-
- Passengers
-
- If the car is a passenger car, it will display the number of
- civilians here. This is important when if you have to arrest
- the people in the car, for everyone in the car will have to fit
- into the arresting car. If they cannot fit, they will be
- released on the street. This makes the van's high carrying
- capacity much more valuable.
-
- If the car is a police vehicle, the number of officers and
- patrolmen are shown. Left over space in a vehicle is
- represented with a number of question marks that corresponds
- to the space left over.
-
- Task Icons
-
- In this area you can tell the vehicle to do a task. A
- description of each of the icons as it goes from left to right
- follows on the next few pages.
-
- The top three icons are the patrol icons. They range from a small
- area patrol (top) to a medium area patrol (medium) to a large area
- patrol (bottom). When a vehicle is told to patrol, it will
- randomly move within the specified patrol area. This command is
- useful for keeping watch over troublesome areas of the city
- and also having ready-to-use forces already on the street should
- a problem arise. To change the specified area that unit is
- patrolling at, click on the large map or click with the right
- button on the small map on the desired area.
-
- The next icon is the general move-to task. By clicking on this
- button and then clicking with the left button on the large map or
- with the right button on the small map, you can move a vehicle to
- any area on the map. When the vehicle reaches the point that you
- clicked on, the vehicle will stop.
-
- The next button tells the vehicle to stop what it is doing. The
- vehicle, if it is an automobile, will then pull over to the side
- of the street.
-
- The next button tells the unit to train. When you click on this,
- the unit will proceed to the nearest training center. If there are
- no training centers, the unit will stop. When the unit starts
- training at a training center, its skill will be slowly increased.
- This task applies to automobiles only.
-
- The next button is the investigate task. By clicking on this
- button and then clicking on a building in the large map, the unit
- will go to the building and investigate it. This command also
- serves as an assault command when detectives or informants discover
- a crime-related building. The unit will go to the building and
- assault it. The results of the assault will show in the event
- screen. This task applies to automobiles only.
-
- The next button is the stop car task. By clicking on the button
- and then clicking on a civilian vehicle in the large map, the unit
- will proceed to stop and search a vehicle. The results of the
- initial search will show in the event screen. This task applies to
- automobiles only.
-
- The next button will return the unit to its assigned precinct.
-
- The next button will bring up the change police station screen in
- the miscellaneous area. With it, you can change the unit's assigned
- police station.
-
- The next button will tell the unit stop and set up a blockade. Any
- civilian cars that pass by will be stopped and searched. This task
- applies to automobiles only.
-
- The next button is the only button you will see if a unit is
- performing a community service during a passive posture. To stop
- it from doing community service and return it to your control, click
- on this button. A public opinion penalty will be incurred for so
- rudely stopping the community service.
-
- Below these buttons are three bars. A description of these bars
- follows.
-
- Skill
-
- This shows how effective the unit is at doing things. The
- automobile will do things like search cars, blockade, and fight
- better when the skill bar is bigger.
-
- Morale
-
- This is how enthusiastic the unit is about police work. High
- salaries can increase morale, while high fatigue or low salaries
- will decrease morale. When morale gets extremely low, the patrolmen
- or officers that are assigned to the unit will quit.
-
- Fatigue
-
- This statistic is how tired the unit is. The more the unit is out
- on the large map, the more fatigued it will get. When fatigue is
- high, morale starts to decrease. When a unit is back at its police
- station, the fatigue will get lower.
-
- Below this is the speed.
-
- Speed
-
- This is the current speed in miles per hour that the unit is
- traveling at. If the unit is civilian and the speed is over 35
- miles per hour, it is speeding. If the unit is a police unit, you
- can change its speed in increments of one by clicking on the plus
- and minus buttons. To change its speed in increments of five, click
- on the plus five and minus five buttons. There are two things the
- user should be aware of: first, the number displayed is the unit's
- target speed. When you drastically change a unit's speed, it will
- take some time for the unit to reach the speed. Second, know that
- all units have a maximum speed. To see each vehicle's speed, see
- Appendix A: Vehicles.
-
- Large Map
-
- The large map is where all the action takes place in the game. Here
- is where you can see your do their various tasks. You can also see
- various facets of the city you police. You can also click on
- police-related buildings so that you can control them. Notice that
- this area is only a portion of the overall city.
-
- Small Map
-
- The small map is a view of the whole city. You can change where
- your large map is positioned at by clicking on the small map.
- Various elements of the city can be seen in different colors. A
- description of each color is described below:
-
- Light Gray Blocks: These are the normal streets that all
- automobiles drive on.
-
- Dark Gray Blocks: These dark gray blocks represent civilian
- buildings.
-
- Light Blue Blocks: These blocks are police stations.
-
- Dark Green Blocks: These blocks are other police-related
- buildings.
-
- Light Brown Blocks: These blocks represent undeveloped areas.
-
- Dark Green Dots: These dots are riot areas.
-
- Yellow Dots: These dots represent police-controlled Vehicles.
-
- White Dots: These dots represent civilian vehicles.
-
- Yellow "X": This X is where the current event happened at.
-
- Red Dots: Red Dots represent criminal locations as discovered by
- detectives and informants.
-
- Event Screen
-
- This game is for displaying events as they happen in the game.
- These events can range from new 911 calls to the results of
- investigations to the discovery of new criminal locations. Since
- events can sometimes happen one after another, the event screen
- "queues" them, or keeps them available for a time (usually ten
- game hours). When a new event happens, the event screen
- automatically switches to it, but you can always change which
- event you are looking at by clicking on the two arrow keys at the
- lower right hand of the event screen. A display of the number of
- events is also available in the lower right hand of the event
- screen. In the top of the event screen, a description of the
- event is displayed and any details associated with it. In the
- lower left hand is a one word description of the type of event.
- Some events will also have icons in the lower left hand area.
- Here you can conveniently take action to any event that might
- happen in the event screen from the event screen. Some icons
- that have already been described may be showed. A description of
- some icons that are unique to the event screen follow on the next
- page.
-
-
- One icon, a white square with three arrows point the same
- direction, will automatically scroll the large map to the event
- area so that you can take personal care of the situation.
-
- Another icon that is availible when the event is a crime like
- murder or a discovery of a criminal locations will automatically
- send the nearest police unit to the event scene. If no police
- units are displayed, this icon will do nothing. If the event is a
- 911 call, you can also send a car near the event scene and have the
- same effect. This button is very useful and should be used often.
-
- The icon that shows a officer looking in the back of a trunk is the
- search button. When a police car is given the order to search a
- car, the car will do an initial search, and based on skill, report
- his findings. This button gives the police unit involved
- permission to completely search the civilian unit involved. Note
- that if the civilian unit is innocent, public opinion will be
- decreased.
-
- Miscellaneous Area
-
- This area is used for tasks that don't fit into other areas.
- These tasks can include deploying units from police stations,
- building new police-related buildings, and buying new vehicles.
- A description of some of the things you can do in the
- miscellaneous area follows.
-
- Building new buildings
-
- A description of the buildings you can build, from left to right,
- follow.
-
- Police Station: The police station is the mainstay of any
- police force. It can hold up to four vehicles. When units are
- at their police station, their fatigue is reduced. Always make
- sure to have many strategically placed police stations.
-
- Courthouse: The courthouse is where all the judging of
- criminals takes place. If you get warnings that your
- courthouses can not handle the criminal load, be sure to build
- more courthouses. If the courthouses cannot handle the amount
- of criminals, some criminals will be set free causing a big
- increase in the crime rate.
-
- Prison: The prison is where the criminals are stored for the
- duration of their sentence. Like the courthouse, always make
- sure their are enough prisons or else criminals will be set
- free.
-
- Rehab Center: A rehab center, or rehabilitation center, is an
- alternative to the prison. If rehab centers are unfilled, a
- criminal will automatically be sentenced to one instead of a
- prison. There they will serve a three day sentence regardless
- of whatever judgement you may have given them. When they are
- done with their sentence, they will be released and become
- positive influences on society.
-
- Training Center: A training center is where you can increase
- your individual units' skill. They will become better
- investigators, fighters, and interrogators.
-
- Community Center: Community centers try to increase public
- opinion by sponsoring various programs like the Police Athletic
- League and Neighborhood Watch programs.
-
- Police Academy: A police academy is where new officers and
- patrolmen can be trained. New patrolmen or officers will be
- enter the force every two weeks.
-
- To build a new police building, first click on the building
- desired. Then select a construction site. Use the two
- buttons to go through the availible sites. Notice that there are
- two types of construction sites: large open empty slots, and
- abandoned buildings. Police stations, community centers, and
- training centers can be built on either type, but courthouses,
- prisons, rehab centers, and police academies can be built only on
- empty slots. To build the building, click on the Build this icon
- only when the building type fits the right slot. Below is a
- description of each building and its function. Small buildings,
- like police stations and community centers, will take one game
- day to build at a cost of 150 "dollars" per day. Large buildings
- will take two game days to build at a cost of 150 "dollars" per
- day.
-
- Buying new vehicles
-
- The top of this screen is the area and picture of the vehicles you
- can buy. Below the picture is the cost of each vehicle. Below the
- selection of vehicles is your current amount of money. Note that
- you can't buy a vehicle without having the necessary funds. Below
- your amount of money are the police station numbers. A police
- station number will be black if it has no helicopter pad, and white
- if it does. If you want to buy a helicopter, you must place it at a
- police station with a helicopter pad. It will be shaded over if
- the police station is currently filled and cannot except more
- vehicles. If all the police station numbers are shaded over
- (like above), you cannot buy new vehicles until a new police
- station is built, or until you lose a vehicle. You must click on
- an unshaded police station number to assign your new unit before
- you can click on the Buy This icon. Also, after buying your car,
- be aware that you must give it at least one patrolmen before you
- can use it. Below is a description of each vehicle.
-
- The first vehicle is the police motorcycle. Although it is a
- inexpensive unit, it is limited in that it can only carry one
- personnel member, which makes it less effective at fighting. It
- can, however, perform effective investigations and other police
- duties.
-
- The second vehicle is the police cruiser. This is the standard
- police vehicle. When loaded with four personnel, it makes for an
- effective fighter. Its relatively slow speed makes it a bit too
- slow for chases.
-
- Which brings us to the third car, the Fastcar. Although it can
- only carry two people, its high speed of 95 miles per hour makes
- it specially suited to chases. (REGISTERED VERSION ONLY)
-
- The fourth car is the unmarked car. It performs almost
- identically to the cruiser, but it is has a much bigger visual
- range. This is because people do not know the car is in the
- area, and won't hide themselves from police. Be advised, however,
- because the public does not like the feeling of "secret police"
- that an unmarked patrol force carries with it. (REG. VERSION ONLY)
-
- The fifth vehicle is the van. Though slow and expensive, when
- equipped with eight officers and M-16's it makes a deadly assault
- force. Always try to keep one or two trained assault vans on
- hand for attacking any criminal locations. (REG. VERSION ONLY)
-
- The final vehicle is the helicopter. Although it can't
- investigate, assault, or train, it has the best visibility of all
- other units and, with its speed, is good for tracking possible
- suspects and keeping watch over the crime ridden areas of the
- city. (REG. VERSION ONLY)
-
- The Police Station
-
- Here you can deploy units assigned to a police station. This screen
- is brought up by clicking on a particular police station in the main
- screen. You can also recall units that have been deployed or change
- the large map location to the deployed units position.
-
- First, you'll notice the top line in the police station area.
- This tells the police station's number and its assigned
- personnel. If there is less than minimum amount of personnel
- assigned, this area will be shaded over and you will not be able
- to use the police station.
-
- The next area in the police station screen is the four boxes.
- These represent the assigned vehicles to the station. If only
- two vehicles are assigned, you will only see two boxes. In each
- of these boxes are two smaller boxes. One shows if a vehicle is
- in the police station or not, and the other shows the current
- weapon the vehicle is using. Below these boxes are is the units
- identification and the personnel assigned to the individual unit.
-
- The area below the boxes is the police station icon row. You
- will see different icons here based on the boxes above. If you
- have not clicked on a box, you will see the police station icons.
- These include the two upgrade icons. When there is a box around
- the icons, the upgrade is not yet at the police station. The two
- upgrade icons are as follows:
-
- The first button is the crime lab upgrade. When a police station
- has this upgrade, units assigned to the police station will conduct
- better searches and investigations.
-
- The second button is the helicopter pad upgrade. When a police
- station has this, it can support helicopters.
-
- Next to the upgrade icons is the amount of foot patrols a police
- station has. Foot patrolling increases a police station's
- visible range, at the expense of patrolmen. A police station can
- have from zero to eight patrolmen assigned to foot patrols.
- By clicking on plus and minus, patrolmen will be assigned from
- the general patrolmen pool.
-
- The police station icon row will be different when a box is
- clicked on. If the unit is out of the station, you will get two
- icons: the large map scroll button which will scroll the large
- map to the unit's position, and the return to station button. If
- the unit is in the station, the first icon is the deploy button
- which will deploy a unit out of the police station. The other
- icons will change the assigned weapon and the number of officers
- and patrolmen assigned to each unit. A description of each
- weapon follows on the next page:
-
- The first weapon is the standard police baton. While there is not
- much public outrage for using it, it is ineffective at almost
- everything except for riots, where it is mediocre.
-
- The second weapon is the standard .45 caliber pistol. It is
- effective at street encounters, but it is not at building assaults.
- There is some public recourse for using a pistol. Pistols are not
- effective during riots and there will be tremendous public outcry
- if a unit tries to silence a riot with a pistol.
-
- The third weapon is riot gear. Riot gear is effective only at
- stopping riots.
-
- The fourth weapon, the M-16 rifle, is extremely effective at
- building assaults, but usage in any other area is opinion damaging
- to say the least. When M-16's are used during riots, expect a quick
- end to your career as police chief.
-
-
-
-
- Special Personnel Allocation Screen
-
- There are four special allocation areas where officers and
- patrolmen can be assigned. Obviously, areas will be more
- effective when more personnel are assigned, and an area will be
- more effective when it has ten officers assigned as opposed to
- ten patrolmen. The four areas are as follows:
-
- Anti-Crime: Anti-Crime personnel will generally try to reduce
- the crime rate through various means like going to schools
- and talking to schoolchildren about crime.
-
- Detective: Detectives are needed to discover hidden criminal
- locations like crack houses and drug headquarters. Beware,
- however, detectives will sometime falsely discover a location
- resulting in a lower public opinion for trying to assault an
- innocent location. Discoveries will show up in the event screen
- and as a red dot in the small map.
-
- Informants: Informants function exactly like detectives, but
- they are more effective. Beware, however, because unlike
- detectives, informants stand a chance of getting killed in the
- line of duty.
-
- PR: Public Relations (or PR) personnel try to increase public
- opinion.
-
- Special Options Screen
-
- There are two special options. By clicking on them, you can
- toggle them on and off. The first option, taking bribes, has the
- benefit of adding 100 "dollars" to the budget every week in
- return for an increased crime rate and the chance at getting
- caught. If you get caught, public opinion will decrease
- drastically. The second option, appeal for calm, costing 50
- "dollars" per week, lowers the chance of rioting when public
- opinion is low. Be advised, however, this has no effect on
- public opinion itself.
- Other Building's Screens
-
- As was noted on page 16, you can bring up a police station screen
- by clicking on a police station in the large map. By clicking on
- other police-related buildings, you can bring up information
- about other buildings. On one building, the police academy, you
- can change how many officers and patrolmen are trained every two
- weeks.
- Other Screens
-
- Budgeting
-
- The budgeting screen, brought up by clicking on the budget icon
- in the top icon line, is where finances can be controlled. The
- budget is compounded every 4 days, and it will be brought up
- automatically after each adjustment. However, you may want to
- change some figures before the end of the budget period. The
- main method of finance is the security tax. Since taxing has an
- obvious effect on public opinion, it is beneficial to try and
- keep taxes low. By clicking on the salary buttons, you can
- adjust your officer and patrolmen salaries. Remember, 40 per
- year is considered the median for officers and 25 per year is
- considered the median for patrolmen. Anything less than the
- median will cause morale to drop and anything more will cause
- morale to increase.
-
- Personnel
-
- Here is where you can assign your officers and personnel to your
- police buildings. Notice the top line. The officers and
- patrolmen numbers are the numbers of leftover policemen. These
- can be directly assigned to vehicles and to foot patrols in the
- police station screen. The numbers next to them is the total
- number of officers and patrolmen. You are responsible for paying
- each one of them a salary, so it is beneficial to try and keep an
- efficient number of policemen. To get rid of policemen, click on
- the Fire Patrolmen or the Fire Officer button. Remember,
- however, they cannot be rehired if you want them back. The only
- way to get new officers and patrolmen is through police
- academies. Notice below these numbers is each individual
- building and its policemen "draw". Notice the red line in the
- area where it shows the assigned policemen. This red line, in
- both the officer and patrolmen areas, is the minimum number of
- officers and patrolmen a building must have to operate. Certain
- buildings, like courthouses, training centers, and community
- centers, will have increased effectiveness when there is a
- surplus of personnel assigned.
- CHAPTER 4
- HOW TO PLAY THE GAME
-
- Overall Objective
-
- If you have read Chapter 3, you have probably discovered by now
- that there are two main elements in this game that will require
- your attention in order to win. These elements are public
- opinion and crime rate. The difference between winning and
- losing a scenario depends solely on the public opinion and crime
- rate at the end of the scenario's term. Therefore, this chapter
- will focus on how to better public opinion by raising it and how
- to better the crime rate by lowering it.
-
- At the start of a game
-
- After selecting all the options at the beginning of a game, and
- when you reach the game play area, there are some immediate
- things you will want to change.
-
- First, you will probably want to go to your budget screen and
- check your finances. Make sure you know how much you can spend
- safely. Be careful not to go into debt, for if you do, the first
- casualties will be officers and patrolmen because they will not
- be paid. As a result, their morale will go down, and if this
- debt is sustained, you will have mass quitting of the police
- personnel. Make sure to lower your taxes to as low as possible
- as high taxes decrease public opinion rapidly.
-
- Second, you will want to analyze where your buildings, and
- especially your police stations, are spread. If this is the "New
- Force" scenario, or if you selected a low level of pre-built
- municipal buildings, or if there is a large area devoid of a
- police station, you will want to consider building new police-
- related buildings. Try to give police stations the choice
- construction sites, because except for perhaps training areas,
- only their position on the map matters.
-
- Third, if the vehicle stock (the number of vehicles assigned to
- each police station before the game) is low, start buying
- vehicles according to budget. Evaluate your needs and buy
- accordingly: motorcycles are good cheap units, cruisers are good
- all around units and in the registered version, helicopters are
- the best at patrolling areas and keeping track of possible
- criminals, vans are good at assaulting buildings, and try to throw
- in a fastcar or two to respond quickly to crimes and chases.
-
- If this is the "Shortage" scenario, make sure to go to the
- personnel screen and assign personnel to only the essential
- buildings. In any other scenario assign excess personnel to
- courthouses, training centers, police academies, and community
- centers. Courthouses will be able to handle more cases.
- Training centers will train faster. Police academies can train
- more recruits. Community centers will effect public opinion
- better.
-
- You will probably now want to evaluate your special personnel
- options. If this is a hard difficulty level, it will probably be
- your best bet to assign more personnel to detective than to
- informant because informants are easily killed in the hard
- difficulty levels. As for Anti-Crime and PR, you will probably
- want to assign the maximum number of people that you can to
- these areas. In the other special options screen, you may want
- to consider taking bribes if your money is low and lots of
- upgrades to your police force are needed or if you have a high
- public opinion and can afford the loss of support should you be
- discovered.
-
- Finally, start patrols. First deploy helicopters to strategic
- areas and use the visual mapmode to try to blanket the map with
- police visual coverage. This increases the possibility of
- randomly spotting crimes in progress and increases speed when
- reacting to 911 calls.
-
- Should a crime happen...
-
- There are three types of crimes in To Serve and To Protect: 911
- calls which include heavy crimes like murder and rape, visual
- calls which include light crimes like speeding and vandalism plus
- the heavy crimes, and rare crimes which cannot you cannot control
- the arresting of but you must judge on. When a 911 call happens,
- manually take control and send all the nearest units, especially
- helicopters. Try to track all the civilian vehicles in the
- immediate area of the crime. Meanwhile, send a car with a high
- skill to interrogate the victim. If the car has a high skill or
- is lucky, then it will tell you the exact car that perpetrated the
- crime. If you find only that the victim escaped by car, stop the
- most likely cars which you think may have committed the crime. If
- you find out nothing from the interrogation, try again with the
- same unit or one with more skill. When it comes to stopping suspect
- cars, try to stop the car with a unit with a high skill so that a
- search will be successful. Make sure that the stopping vehicle
- has enough room to hold any criminals that the civilian vehicle
- may have. Also, try not to send a motorcycle or another vehicle
- with few personnel, because should the criminal try to fight it out,
- the single motorcycle cop will be dead. Try to have a fastcar in
- the area, because if the criminal tries to escape by speed, you will
- easily be able to stop him. Finally, make sure the vehicle that is
- being pursued is kept in sight or else pursuing vehicles will lose
- their track of the vehicle and stop.
-
- Assaulting Criminal Locations
-
- At the beginning of the game, depending on your difficulty level,
- there are a number of "criminal locations" that are hidden to
- you. These include crack houses, drug labs, and drug HQs. The
- only way to uncover these locations is by assigning detectives
- and informants. When the detectives and informants discover a
- criminal location, plans for an assault should be made. Beware,
- however, because detectives and informants sometimes give false
- reports. To an assault a building, always use units that are
- armed with machine guns. Also, fill the assault vehicles to
- their personnel capacity. Finally, try to use vehicles with a
- high skill level. A van with eight officers armed with machine
- guns makes an excellent assault vehicle. To tell a unit to
- assault, click on the investigate icon (see page 18) and then
- click on the building or use the send nearest button on the
- message that informs you of the location.
-
- Judging
-
- NOTE: Prison terms will be in days (ie: 5years=5days) for reasons
- of gameplay.
- How you judge a criminal depends on your ratio of rehab centers
- to jails. If there are a lot of jails, try to go for a long
- prison sentence. If you give the criminal a short sentence that
- will end before your term as police chief is up, the criminal
- will be released and almost certainly become a negative effect on
- society (i.e. crime rate will increase). If you have a lot of
- rehab centers and they are empty, crime sentences will
- automatically be set to three days regardless of the sentence
- you give and the criminal will end up having a positive effect on
- society. If you have hardly any prison space or do not want to
- build new jails, give the criminals the smallest sentence
- possible. No matter what you do, however, if the public is not
- indifferent to a crime and wants either a heavy or light
- sentence, do what the public wants. It is not worth the public
- opinion loss and if you go extremely against the public, public
- opinion could be lowered enough that riots break out. Just look
- at what the whole Rodney King affair did to Los Angeles in 1992.
-
- Riots
-
- Should riots unfortunately break out, immediately send all your
- units home and outfit them with riot gear. Send them back out
- and give them the patrol command. During riots, the patrol
- command will automatically go to the nearest riot area and spend
- time dispersing it.
-
- Posture
-
- If your public opinion is low, you should almost always have your
- posture in passive. Try not to interrupt police units when they
- are performing community service missions, as this tends to lower
- public opinion ("Those darned police offered my son a ride home,
- but dropped him off in the middle of town!"). If you have the
- public opinion to spare, set the posture to a normal or
- aggressive posture. The police always work better when they are
- unconstrained.
-
- APPENDIX A
-
- VEHICLES
-
- Police Vehicles
-
- Vehicle Name │ Cost │ Maint. Cost │ Max. Crew │ Max. Speed
- ──────────────────┼──────┼─────────────┼─────────────┼────────────
- Police Motorcycle │ 10 │ 1 per week │ 1 │ 60 mph
- ──────────────────┼──────┼─────────────┼─────────────┼────────────
- Police Cruiser │ 20 │ 2 per week │ 4 │ 60 mph
- ──────────────────┼──────┼─────────────┼─────────────┼────────────
- Police Fastcar │ 30 │ 3 per week │ 2 │ 95 mph
- ──────────────────┼──────┼─────────────┼─────────────┼────────────
- Police Unmarked │ 20 │ 2 per week │ 4 │ 60 mph
- ──────────────────┼──────┼─────────────┼─────────────┼────────────
- Police Van │ 50 │ 2 per week │ 8 │ 50 mph
- ──────────────────┼──────┼─────────────┼─────────────┼────────────
- Police Helicopter │ 100 │ 5 per week │ 2 │ 99 mph
- ──────────────────┴──────┴─────────────┴─────────────┴────────────
-
- Civilian Vehicles
-
- Vehicle Name │ Max. Speed │ │ Vehicle Name │ Max. Speed
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Ford Taurus │ 60 mph │ │ Toyota Camry │ 60 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Ford Ranger │ 60 mph │ │ Toyota Tercel │ 50 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Ford Festiva │ 50 mph │ │ Nissan Sentra │ 50 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Ford Escort │ 55 mph │ │ Nissan Truck │ 60 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Ford Mustang │ 90 mph │ │ Buick Skylark │ 60 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Chevy S-10 │ 60 mph │ │ Cadillac │ 50 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Chevy Beretta │ 70 mph │ │ Dodge Spirit │ 60 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Chevy Camaro │ 90 mph │ │ Olds. Cutlass │ 60 mph
- ──────────────────┼────────────┤ ├─────────────────┼─────────────
- Chevy Corvette │ 95 mph │ │ Toyota Truck │ 60 mph
- ──────────────────┴────────────┘ └─────────────────┴─────────────
- APPENDIX B
- DIFFICULTY LEVELS
-
- Level │ Strt Money* │ Strt Crime Rate* │ Strt Public Opinion*
- ──────┼──────────────┼────────────────────┼──────────────────────
- 1 │ 1000 │ 20% │ 80%
- 2 │ 1000 │ 24% │ 76%
- 3 │ 900 │ 26% │ 74%
- 4 │ 850 │ 30% │ 70%
- 5 │ 800 │ 40% │ 60%
- 6 │ 750 │ 50% │ 50%
- 7 │ 700 │ 55% │ 45%
- 8 │ 600 │ 60% │ 40%
- 9 │ 500 │ 65% │ 35%
- 10 │ 400 │ 70% │ 30%
- 11 │ 250 │ 75% │ 25%
- 12 │ 200 │ 80% │ 20%
- ──────┴──────────────┴────────────────────┴──────────────────────
-
-
- Level │ Riot Threshold │ Visibility Factor │ Upgrade Cost
- ──────┼────────────────┼────────────────────┼────────────────────
- 1 │ 2% of p. opin. │ 35 │ 100
- 2 │ 3% of p. opin. │ 35 │ 100
- 3 │ 4% of p. opin. │ 30 │ 105
- 4 │ 5% of p. opin. │ 28 │ 115
- 5 │ 6% of p. opin. │ 25 │ 125
- 6 │ 7% of p. opin. │ 24 │ 137
- 7 │ 8% of p. opin. │ 22 │ 150
- 8 │ 9% of p. opin. │ 22 │ 175
- 9 │ 9% of p. opin. │ 20 │ 200
- 10 │11% of p. opin. │ 18 │ 237
- 11 │12% of p. opin. │ 16 │ 250
- 12 │15% of p. opin. │ 15 │ 300
- ──────┴────────────────┴────────────────────┴────────────────────
-
- * These numbers are changeable in the variants section.
-