SINGLE PLAYER GAME FEATURES
Enhancements
Leadership Walkthrough

 

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.

Officer Survival

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.”

Proper Use of Deadly Force

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.

Respect

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%.

Rescue Rate

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)

Mission Success

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)

Overall Leadership Score

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:

Medal of Valor

Police Medal

Police Star

Police Commission Unit Citation

 


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