技能、载具与装备指南

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911 Operator
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A guide about the statistics, mechanics, and capabilities of the vehicle, staff, and equipment in freeplay. All my personal testing is done in freeplay and anything not confirmed by me will be noted as such with a link to the source. This guide is a work in progress as I can't access the games files directly, if you have any additions or corrections post them in the comments and I'll get on it as soon as I can. foreword This guide is meant to help to keep track of some of the games systems and stats as well as things the game doesn't mention in it's various tips and popups and is meant for both veteran players needing a cheat sheet as well as for new players. I've tried to confirm as much of the info as I can, anything I haven't personally confirmed (which is probably going to be a fair bit) I'll provide a link to the source where possible, if you don't see a source link or note as to the lack of a source then I've confirmed it to the best of my ability and time. If you have any corrections or additions drop a comment and I'll get to it as soon as I can. Staff behaviour Here you'll find details of your staffs behaviour. You can only place staff in their respective services vehicles. Staff members can only be placed in vehicle of their respective services i.e. police officers in police vehicles etc. Any staff member will do almost any job if the have nothing to do. This one's important to keep in mind when dealing with fires, if a crew member doesn't have any jobs of their specialisation to do (such as injured to treat for the medics, suspects, victims, and witnesses for police and fire or technical work for the fire department) then they will work on almost any tasks at hand, for example if you have a fire with an injured person and send two ambulances and a fire truck, as soon as the casualty leaves for the hospital in one ambulance, the second medical crew now having nothing to do will attempt to fight the fire alongside the firefighters risking serious injury or death. So always remember to pull out any units from dangerous situations unless they are necessary. The heavily injured take priority. All staff will prioritise treating or stabilising the heavily injured before all else, police will devote one or two officers to every injured person, leaving the rest to deal with suspects etc. while firefighters will usually devote the majority of their crew to the injured, as soon as the injured are treated or taken to hospital then they will focus on everything else. If someone is only lightly injured then their priority seems to depend on the situation, so fire or criminals will be dealt with first as they pose a bigger risk than a few cuts and bruises. All staff present will get involved in a fight. If a fight breaks out at an incident all emergency staff present will get involve regardless of their job, though this rarely poses a threat as each person can only fight one person at a time and a criminal will usually start fighting with the police and focus on the officer who irked them leaving other officers, medics, and firefighters free to assist the attacked person. Suspects, witnesses, and victims can only be dealt with by the police. While in the event of violence everyone present gets involved to assist the victim, under normal circumstances only police officers can take victim and witness statements and check, fine and/or arrest suspects. As far as I know these are the only job specific tasks in game as of right now. Dismissal, salaries, and misc. Staff can be dismissed by dragging them to the hiring panel on the right. You don't pay salaries to staff who are not on duty. The higher a staff members rank the higher their skills and salary. An assumption on how skills affect tasks How tasks presumably work. This is an assumption by me regarding how tasks appear to work I have no proof of any kind as to my theories validity, with that said here it goes. A task requires a certain number of "ticks" to be completed until it is considered finished and the time shown ingame is based on one averagely skilled responder working on the task, ergo the more skill he has or the more people involved the faster it counts down. For example imagine we have a crashed car, it requires 1000 "ticks" and a single fire fighter with a tech skill of 1 can complete 10 "ticks" a second then the car will be cleared in 100 seconds (1000 "ticks" / 10 "ticks" a second = 100 seconds), add a second FF and the time needed becomes 50 seconds, 3 FFs take 33 seconds, 4 FFs 25 seconds and so on. A FF with good skill and equipment might complete 20 "ticks" a second will finish in 50 seconds etc. Again this is just a theory so don't take it as anything more. Staff statistics/skills. Driving skill. The driving skill directly affects a vehicles top speed, the driver is always the responder with the highest driving skill, the higher a responder's driving skill the faster a vehicle can go. A vehicles total speed is calculated as follows, 25 + the drivers driving skill = what percentage of the vehicle base speed it will travel at. For example a fire truck with a base speed of 100 km/h with a driver who's skill is 1 will travel at 26 km/h, 25% of the base speed is 25 km/h + 1% base speed which is 1 km/h = 26 km/h or put simply, 25% + 1% = 26% = 26% of 100 = 26 km/h. Another example using the fire truck this time with a driver with a 70% skill =95 km/h. Why? 25% +70% = 95% = 95% of 100 km/h = 95 km/h. Example the third is a fire truck with 99 skill driver. Total speed 124 km/h. Why? 25% + 99% = 124% = 124% of 100 km/h = 124 km/h. This formula applies to all player controlled vehicles. As such you should always aim to have someone with a driving skill as close to or above 75 in every vehicle to ensure vehicles hit at least their base speed. It does not appear to be boosted by any equipment. I don't know if driving skill affects acceleration. Marksmanship Apparently this works the same as speed, with a weapons base accuracy in place of base speed. So an officer with marksmanship over 75 will effectively use their weapons and anything above that giving a boost to accuracy and therefore a higher damage output since they are more likely to hit their targets. Suspects. The suspects skill is unique to the police and determines how quickly an officer can process suspects, witnesses, and victims. The higher it is the faster the officer works. Injured The injured skill determines how effectively a staffer deals with small injuries, these usually, but not always, do not require hospitalisation. The injury grade is determined by the number of blood drops in the bottom left of the portrait, 1 drop indicates normal injuries and 2 drops means severe injuries. Medics always have the highest default injured skill. H. Injured. The H. injured skill determines how effectively a staffer deals with heavy injuries, these always require hospitalisation. Heavy injuries are indicated by two blood drops in the bottom left corner of the persons portrait. Medics always have the highest default H.injured skill. Fires. The Fires skill determines how effectively a staffer deals with fires. Fire fighters have the highest default fires skill. Tech. Work. The tech work skill determines how effectively a staffer deals with technical jobs such as obstacle clearance, removal of wrecked cars, cleaning chemical hazards, and technical work such as power grid repairs. Fire fighters have the highest default tech work skill. Search. The search skill determines how effectively a staffer deals with searches,that is to say with the search task you find at an incident, it does not appear to affect how quickly a crew can search individual cells in a search grid. Firefighters followed by police have the highest default search skill. Armour. While not a skill this fits here best since it affects staff directly. Armour works by reducing the opponents accuracy by a certain amount. For example, a criminal with an accuracy of 1.0 will always hit his target, if the officer he's shooting at has 0.3 armour the the criminal's accuracy becomes (1.0 - 0.3 = 0.7) ergo his accuracy drops so he only hits seventy percent of the shots he takes, if the officer has 0.7 armour, then the criminal will only hit 30% of his shots ( 1.0 - 0.7 = 0.3). Some vehicles give an armour boost to their occupants, see the vehicle section for more. Staff Promotions Promotions. When staff get a promotion most of their skills increase along with their salary. The driving and marksmanship skills do not appear to increase or change throughout their careers. Quick note before continuing, as the numbers shown ingame are rounded the exact values may be slightly off from the values shown here. Career related skills A staff members job related skills, For medics it's the Injured. and H. Injured. skills, For firefighters it's the Fires. and Tech. Work. skills, (oddly police don't seam to have a job related skill) will increase by a fixed amount that is calculated as follows. 1.50 + [Rank (0 for complete rookies through to 5 for max level staffers) / 4] + (skill level rounded to the second decimal place) For example 1.50 + { 0 / 4 } + 0.97 = 2.47 or say 1.50 + { 2 / 4 } + 0.97 = 1.50 + { 0.50 } + 0.97 = 2.97 For the sake of simplicity I just add .25 to a rookies skill for every promotion to figure out future/past skill levels. Non career skills For non job related skills, I.E. for medics Fires, tech, and search. for firefighters Injured, H injured, and search. For police it's all skills. the increase is 16 2/3 percent of the base skill when they were rookies. so their skill grows linearly per promotion and not exponentially. Further all rookies in a certain profession seem to have the same starting capabilities in non career related skills, as such the table below should represent their skills and salary as they get promoted. PoliceRank 0Rank 1Rank 2Rank 3Rank 4Rank 5Suspects1.001.171.331.501.671.83Injured0.500.580.670.750.830.92H.Injured0.100.120.130.150.170.18Fires0.500.580.670.750.830.92Tech. Work0.500.580.670.750.830.92Search0.750.881.001.131.251.36Salary$200$233$266$300$333$366 FirefightersRank 0Rank 1Rank 2Rank 3Rank 4Rank 5Injured0.500.580.670.750.830.92H. Injured0.100.120.130.150.170.18Fires1.501.752.002.252.502.75Tech. WorkNANANANANANASearch01.001.171.331.501.671.83salary$200$233$266$300$333$366 MedicsRank 0Rank 1Rank 2Rank 3Rank 4Rank 5InjuredNANANANANANAH. InjuredNANANANANANAFires0.200.230.270.300.330.37Tech. Work0.200.230.270.300.330.37Search00.500.580.670.750.830.92salary$200$233$266$300$333$366 Fields marked NA are career related skills So a rookie cop would go from 0.75 search to ~ 0.88 on first promotion or from a .50 fires skill to ~ 0.58 etc. Notes Shoutout to @Wolfie713 for bot finding the maths behind this and sharing the info here in comments. Equipment image Equipment price stats users notes

手枪 1000 20伤害每秒,伤害20,攻击速度1 仅警察可用

步枪 3000 40每秒伤害,伤害20,每秒攻击2次,仅警察可用

防弹背心 1500 减少一半受到的伤害 通用 防御提升

急救包 3000 受伤状态0.5小时 受伤状态0.5 通用

系统终端 3000 嫌疑人 0.5 仅限警方

技术工具 3000 技术工作 0.5 通用

拆弹机器人 5000 无 仅警察可用 远程拆除炸弹

电击枪 3000 无 仅警察可用 降低警察与嫌疑人之间发生冲突的几率<2>

霰弹枪 2000 19.8每秒伤害,伤害60,每秒攻击0.33 仅警察可用

除颤器 5000 受伤0.5小时 受伤0.5 通用

警犬 3000 9.9每秒伤害,搜索0.5,伤害30,每秒攻击0.33 仅警察可用

消防服 2500 防火等级0.5 仅限消防部门使用 提供防火保护

灭火器 1000 火焰 0.5 通用

消防面具 2000 未知 仅限消防部门使用 提供对烟雾的防护,降低80%火灾伤害几率

胸部按压系统 3000 受伤0.5小时 受伤0.5 仅限医护人员

胡椒喷雾 500 无 仅警察可用 降低警察与嫌疑人之间发生冲突的几率<2>

防暴装备 2500 20伤害每秒,伤害5,攻击频率4次/秒 仅警察可用 防御提升

战术背心 3500 搜索时间0.5 通用

无人机 1500 搜索 0.5 通用

热成像仪 2500 搜索0.5 通用

夜视仪 1000 精准射击25,搜索0.5 仅警察可用

我使用了通用的消防、救援、警察和多服务图标,因为找不到特定的图标。所有图片素材均来自维基百科。 装备可通过拖到右侧购买面板以半价出售。 装备加成可叠加,也就是说,装备两个大多数物品将获得两者的加成。 车辆本身没有任何装备,虽然许多车辆提供属性加成,但据我所知,它们不会以任何方式抵消或与装备冲突。载具 图片 载具 加成 乘员 容量 维护费用 成本 基础速度 备注

警用摩托车 护甲加成0.1 2 0 200 20000 180 无

警车 护甲加成0.3 2 2 500 50000 150 无

警车 护甲加成0.5 4 4 800 80000 120 无

警用直升机 搜索0.5/护甲加成0.3 2 0 2000 200000 250 能极快搜查单个牢房

警用自行车 无 2 0 50 5000 40 可见度低,0.5,优先侦测轻微犯罪

无标记警车 护甲加成0.1 2 2 750 75000 180 可发现更多交通违规行为,可见度极低0.1

运动巡逻车 护甲加成0.1 2 0 1800 180000 250 无

装甲货车 更好的防护。护甲加成0.9 4 4 2000 200000 80 无

大型警用直升机 搜索0.5/护甲加成0.1 3 2 3500 350000 250 无

监狱运输 嫌犯0.5/护甲加成0.7 2 6 500 50000 100 无

水炮 嫌疑人0.5/护甲加成1.0 3 0 700 700000 80 无

马匹 护甲加成0.1 2 0 150 15000 70 可穿越公园

SAR直升机 搜索0.5 1 0 2100 210000 270 无

警用皮卡车 护甲加成0.7 2 2 350 35000 140 皮卡车受雪地影响较小

医疗摩托车 无 1 0 200 20000 180 无

医疗车 无 2 1 800 80000 150 无

医疗直升机 无 2 1 3000 300000 250 无

医疗运输 无 3 3 500 50000 100 无

救护车 受伤人员 0.5 3 2 500 50000 100 无 载具持续 图像 载具 加成 乘员 容量 维护费用 成本 基础速度 备注

消防车 灭火效率0.5 4 0 800 80000 100 无

技术卡车 技术工作0.5 4 0 1000 100000 100 无

消防员拾荒车 搜索0.5 4 0 500 50000 120 拾荒车受积雪影响较小。

无法识别或无法翻译,已删除。

云梯消防车 无 2 0 1200 120000 80 可解救被火焰困住的人员<1>

战地医院 受伤人员0.5 3 0 1200 120000 80 无

quad search 0.5 2 0 200 20000 100 none 上一章的空间不够用了。 在找不到特定图标的情况下,我使用了通用的消防、救援、警察和多服务图标。所有图片素材均来自维基。 来源 云梯消防车<1>。 注意事项 能见度会影响发现犯罪的几率,能见度越低,发现犯罪的可能性就越大。 车辆的维护费用相当于车辆价格的1%。 未使用的车辆不产生维护费用。 将车辆拖到右侧的购买面板可以半价出售。上方表格中的【容量】标题,对于警车而言指的是可逮捕嫌犯数量,对于医疗车辆则指可容纳的伤员数量。 车辆本身不携带任何装备,尽管许多车辆能提供属性加成,但据我所知,这些加成不会与装备产生抵消或冲突。 直升机在暴风雪天气无法飞行。 摩托车在暴风雪天气行驶速度极慢。 最后说明 我已尽力涵盖了关于人员、技能、装备和车辆的大部分内容。如果我有遗漏或错误之处,欢迎留言指出,我会尽快处理。如果有希望补充的内容,也请留言告知,我会尽力安排。