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LEADERSHIP ISSUES |
Your leadership score says a lot about you. The higher your score, the more respect your team has for you. The more respect your team has for you, the more they’re willing to follow you into battle and do as commanded. The lower the score…well, think about it. Would you follow the commands of a leader you didn’t respect? Well, your team won’t either.
The leadership score is broken into five categories:
Officer survival, proper use of deadly force, respect level, rescue rate
and mission success rate.
The player’s career begins with an officer survival
rating of 100% (you start with one success point). This rating can change
drastically and quickly per mission as individual officers are “downed.”
Officer survival is calculated at the conclusion of each
mission using the following computation: If no officers are “downed“ during
the mission the player is awarded one success point. For every officer that is
downed during a mission the player is penalized with one failure point. Divide
the number of success points by the sum of the success and failure points. This
is the displayed percentage.
% = number of successes / (number of successes + number
of failures)
This equation leans toward the severe, as the player can accumulate only one success point per mission, but can receive from one to four failure points per mission, based on how many officers are “downed.”
The player’s career begins with a proper use of deadly
force rating of 100% (1 success point). This rating can change drastically and
quickly per mission if any non-threatening individuals are shot. Non-threatening
individuals include civilians, hostages, and any armed suspect who is not
pointing a gun at the player or another officer / hostage / civilian. The player
is penalized for the shot taken regardless if the non-threatening individual is
neutralized or merely wounded.
Proper use of deadly force is calculated at the conclusion
of each mission using the following computation: If no non-threatening
individuals are shot during the mission the player is awarded one success point.
For every non-threatening individual shot during a mission the player is
penalized with one failure point. Divide the number of success points by the sum
of the success and failure points.
% = number of successes / (number of successes + number
of failures)
This equation leans toward the severe, as the player can accumulate only one success point per mission, but can receive numerous failure points per mission based on how many non-threatening individuals were shot.
The player’s career begins with a respect rating of 50%
(after all, he is new on the job!). Just as it’s hard to earn respect in real
life, it’s a challenge to increase the game’s respect rating.
Respect is calculated at the conclusion of each mission
using two criteria: medals won by the player and his team and the issuance of
“dumb” orders/ reports. “Dumb” orders and reports include the following:
Ordering an officer to handcuff a non-compliant civilian, hostage or suspect;
ordering the evacuation of unsecured civilians, hostages and suspects; reporting
a non-wounded officer, civilian, hostage or suspect as “down” or
“neutralized;” reporting a downed officer, civilian, hostage or suspect as
“neutralized”; reporting a neutralized civilian, hostage or suspect as
“down.”
If the player issues no “dumb” orders or reports during
a mission he is awarded one success point. For every “dumb” order or report
issued during a mission the player is penalized one failure point. Divide the
number of successes in half, and then divide that by the sum of the success and
failure points.
% = 0.5 * number of successes / (number of successes +
number of failures)
Medals awarded can greatly increase a player’s respect rating. For each medal won by an officer other than the player, the player’s respect rating is increased 2%. For each medal won by the team, the player’s respect rating is increased 5%. And for each medal won by the player the respect rating goes up 10%. Regardless of the number of medals, the maximum respect that can be earned is 100%.
The player’s career begins with a rescue rating of 0%. To
successfully complete a “rescue” the player must evacuate the character
(civilian, hostage, suspect) from the game.
Healthy, non-wounded characters must be “secured” or
handcuffed prior to their evacuation. The character can be handcuffed by the
player or by one of his officers. Characters who are wounded or neutralized do
not need to be secured prior to their evacuation.
A player’s rescue rate is calculated at the conclusion of
each mission using the following computation: For each character (civilian /
hostage / suspect) “rescued” the player is awarded one success point. For
each character (civilian / hostage / suspect) not “rescued” the player is
penalized with one failure point. Divide the number of successes by the sum of
the number of successes and failures.
% = number of successes / (number of successes + number of failures)
The player’s career begins with a success rating of 0%.
To successfully complete a specific mission the player must meet all in-game
objectives of that particular mission. Mission objectives appear in two separate
areas of the game: in the Pre-assault Briefing screen (both mission and career
mode), and in the game by accessing the Briefing Summary screen. The Briefing
Summary screen is accessed in the game by pressing the “B” key. (This is the
default setting for the Briefing Summary screen.)
The player’s mission success rating is calculated at the
conclusion of each mission using the following computation: For each mission
deemed successful (all in-game objectives met) the player is awarded one success
point. For each mission deemed unsuccessful (not all in-game objectives met) the
player is penalized with one failure point. Divide the number of successes by
the sum of the number of successes and failures.
% = number of successes / (number of successes + number of failures)
The overall leadership score is calculated by combining a percentage of each category’s score. The percentages used from each category is as follows:
Using this formula, the player begins each career with an initial leadership score of 57% (30% of 100 + 20% of 100 + 15% of 50 + 20% of 0 + 15% of 0 = 57%).
A player’s leadership score is used by the game’s
Artificial Intelligence system to determine various actions and messages
generated by the game’s Assaulters. A low leadership score causes the
Assaulters to be less tolerant of shooting errors on the part of the player. A
high leadership score has just the opposite effect: the game’s Assaulters are
more tolerant of the player’s shooting errors.
A low score is defined as belonging in the 0% to 30% range. A high score is defined as belonging to the 70% - 100% range. Shooting errors are defined as any shot taken by the player that strikes another officer. The player is allowed only 3 shooting errors when his leadership score is low. When the player’s leadership score is high he is allowed 8 or more shooting errors. Low tolerance results in swift justice on the part of the Assaulters: the player will be neutralized immediately. High tolerance results in leniency on the part of the Assaulters: the player is given the benefit of the doubt and is not neutralized immediately.
Earning Medals |
Medals are awarded for bravery, preservation of life and minimum use of force. Criteria for the presentation of a medal is as follows:
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