DEPARTMENT
Police Department
The hall of honour for those who uphold the law at 200 km/h.
Cop ranking
By Police REP.
| # | Pilot | Level | Police REP | Arrests |
|---|---|---|---|---|
| 1 | FCKTHAPOLICEMWValeriy BusterS1 | 6 | 15,024 | 17 |
| 2 | BЫШKAS1 | 6 | 11,726 | 4 |
| 3 | GACHI RACINGMWSerg FirstS1Insider | 9 | 10,331 | 7 |
| 4 | POWERS1 | 7 | 8,873 | 7 |
| 5 | Evhenij TimoshenkoS1Street rookie | 8 | 4,878 | 4 |
| 6 | NNigativveS1Street rookie | 6 | 3,249 | 2 |
| 7 | Odessit_UA | 3 | 3,124 | 2 |
| 8 | John FrickS1Street rookie | 6 | 2,027 | 1 |
| 9 | FORZAPLAYERSMykyta DorofeievS1Street rookie | 5 | 1,618 | 0 |
| 10 | Mykhailo Lezhavskyi | 4 | 906 | 1 |
| 11 | Ajopia | 4 | 861 | 3 |
| 12 | Maksym KryvtsovS1 | 4 | 143 | 0 |
| 13 | Nikolai Derii | 1 | 8 | 0 |
| 14 | Thef | 1 | 1 | 0 |
| 15 | ObLiON19 | 1 | 1 | 0 |
Officer of the week
Police Academy
Rules for playing the police.
Start a chase
Turn on the lights (Extra A button) next to a wanted racer — within 120 m. You start the chase yourself: driving past is not enough, it never starts on its own. If you took a call with the lights, the chase starts by itself within 80 m of the target.
Make an arrest
Stay right on the offender's tail (~6.5 m between cars) — the arrest bar fills, faster with every extra cop on it. Stopping them within 40 m below 30 km/h for 3 seconds counts too.
The escape
If the offender opens a gap of more than 150 m and holds it for 15 seconds, it counts as an escape: the wanted level stays as it was, and you lose up to 600 Police REP.
EMP (Extra B button)
Aim at a target within 100 m and hold the lock for 5 seconds. A hit cuts their throttle for 3 seconds. Losing the aim breaks the lock — it doesn't count as a hit.
Wanted level — 5 stars
Radar hits, ramming cops, crashes and illegal races push the wanted level from 1 to 5 stars. It never falls by itself: neither time nor an escape clears it, only an arrest wipes it to zero.
Dispatch and backup
Every new star calls the free patrols — whoever turns their lights on first joins in. New stars during a chase call in backup, and your teammate shows up on your GPS.
Helicopter and spikes (Extra C)
A weaker-class patrol can call in the helicopter against a faster car, and against a racer with 4 or 5 wanted stars a patrol of any class can, even an equal one; while it's up, there's no outrunning it. A second press of Extra C drops a spike strip ahead of the offender, cutting their rear grip.
Night of the week (Friday, 20:00–23:00)
The cops have a track of their own on the night, on a par with the racers: three stages, the same pay (police REP). An arrest is 4 patrol points, a chase the offender got away from 2, a duty call 1, a stop by a plate 1. Stages: 4, 10 and 20 points. Racers are easy to find that night: the discipline of the night gets them wanted.
Patrol (the Patrol tile): plates and calls together
One patrol for the cops when no racers are around: switch on the Patrol tile in the phone and drive round the city over 25 km/h. The game reads the plate of the car ahead by itself when you hold it in the sights for 7 seconds (within 40 m; drive behind the car, an oncoming one cannot be read). Mostly a plate is clean, but about one car in eight has a problem: no insurance or inspection, unpaid fines, a taxi without a licence, an overload, no tachograph, now and then a stolen car. Found one: stay within 32 m for about 8 seconds and the car is taken off the road (60 to 200 police REP, with an hourly cap). After every detention the game rolls the dice: either a call to an illegal gathering (as on duty), or the plates go on. A stop by a plate and an arrest at a call are 1 patrol point each on the night and in the cops’ tasks. Some offenders run (a stolen car always, one with unpaid fines often; trucks and buses never): the car speeds up and weaves past the traffic in the lanes beside. Catch it and stay within 30 m for 6 seconds (a ram stops it for a moment); beyond 250 m it got away. Stopping a runner pays half as much again. A stopped car pulls over to the kerb with the hazards on.
A corridor for the chase
When a cop in a chase catches up with the traffic, the drivers make way by themselves: the right indicator, over into the right lane or to the kerb, and he is through. A racer who is being chased gets a driver out of the way much less often.
City events: interception
When the server starts a city event (a meet, a rush, a non-stop streak, a drift battle, the checkers) the cops get a call on the phone. They are not told where the racers go: every 20 seconds a red circle the size of a stretch of a district shows on the GPS where a racer of the event was seen, and fades in 15 seconds; the GPS leads to the last circle. Whoever takes part in an event is wanted (as in an illegal race): a patrol that comes close starts the chase by itself, an arrest pays like any chase. Somebody who only drives about his business does not become wanted.
