We all know how the police-system works. Basically if you do something, the Blue Star pops up and you enter combat with the red warning on screen. They don't chase you that far, and with a little driving you're scot free.
The system I propose is basically an escape mini-game, and should work like this:
1. V does something criminal (run over pedestrian(s) by accident/or not accident).
2. V is flagged wanted, and police throws a cordon at intersections with spikes and NCPD-officers with stunguns.
3. V tries to flee, but is either a) driving and runs over the spikes - the de-acceleration slams V unconscious (fade to black), or b) is apprehended with electroshock stun-guns (also fade to black).
4. V wakes up in one of several designated NCPD-trailer (one for each district) within the same disctrict he was apprehended.
5. V should have several options to get out (escape):
a) bribe the guard
b) using 3 different methods to break free (Body, Tech or Hacking). Body to tear open the door, Tech to open a floor-exit and Hacking open the window/vent or something.
6. When V leaves, either a) the guard will delete the surveillance-data, or b) V deletes the data from a computer-terminal, get his/her gear (weapons).
7. V is free, and leaves the area going his/her merry way.
What props/world-meshes are there for this? I propose these trailers as they shouldn't be overly large, maybe the size of a Behemoth. The point is to make it a small mini-game that won't bore players. but give an immersive reason of how the NPCD acts when V is captured. And why one trailer at each district? It is so the player can continue with what he/she did before they got caught and to keep to travel-distance within reason. No need to travel from the Glen, when the player was caught in Watson, so as to keep the back-and-forth down.
And there need to be at minimum one guard to bribe or distract, so the developers needs to write the necessary script(s) for the interaction. It's a low-cost system that will add one facet among several for the NCPD-'faction'. I hope this will be one of several systems CDPR could implement to flesh out the behavior of the NCPD.
The system I propose is basically an escape mini-game, and should work like this:
1. V does something criminal (run over pedestrian(s) by accident/or not accident).
2. V is flagged wanted, and police throws a cordon at intersections with spikes and NCPD-officers with stunguns.
3. V tries to flee, but is either a) driving and runs over the spikes - the de-acceleration slams V unconscious (fade to black), or b) is apprehended with electroshock stun-guns (also fade to black).
4. V wakes up in one of several designated NCPD-trailer (one for each district) within the same disctrict he was apprehended.
5. V should have several options to get out (escape):
a) bribe the guard
b) using 3 different methods to break free (Body, Tech or Hacking). Body to tear open the door, Tech to open a floor-exit and Hacking open the window/vent or something.
6. When V leaves, either a) the guard will delete the surveillance-data, or b) V deletes the data from a computer-terminal, get his/her gear (weapons).
7. V is free, and leaves the area going his/her merry way.
What props/world-meshes are there for this? I propose these trailers as they shouldn't be overly large, maybe the size of a Behemoth. The point is to make it a small mini-game that won't bore players. but give an immersive reason of how the NPCD acts when V is captured. And why one trailer at each district? It is so the player can continue with what he/she did before they got caught and to keep to travel-distance within reason. No need to travel from the Glen, when the player was caught in Watson, so as to keep the back-and-forth down.
And there need to be at minimum one guard to bribe or distract, so the developers needs to write the necessary script(s) for the interaction. It's a low-cost system that will add one facet among several for the NCPD-'faction'. I hope this will be one of several systems CDPR could implement to flesh out the behavior of the NCPD.