Serving as police
This guide is for the police side of the club’s law-enforcement system. (On the other side of the law? Read Playing a criminal.)
Criminals build a criminal score by hauling illicit cargo, which can trigger a Wanted status. While wanted, every on-duty officer gets compass flashes pointing to the suspect — chase them down and make the arrest for jail time, confiscation, and a reward split across the force.
Going on duty
Section titled “Going on duty”/police activates police duty. Requirements:
- A police uniform (from the approved costume list).
- On foot — you can’t duty-up from inside a vehicle.
- You can’t duty up while wanted, and a suspect costume blocks it too.
- If your criminal score is above zero, duty-up asks for a confirmation code — entering it wipes your criminal score to zero before the activation completes. This is the intended way to retire your record and join the force.
Activating teleports you to the nearest police station (stations within
1 km of a wanted suspect are skipped). While on duty your name tag shows
your rank, e.g. [RP1].
On-duty rules
Section titled “On-duty rules”Police teleporting is locked down while on duty — this is enforced server-side:
- No
/tpto custom destinations, no/tp2marker. - No teleporting to points within 1 km of a wanted suspect.
- Teleports are simply silent-blocked on duty.
Leaving duty (via /police again) restores normal rules.
The chase
Section titled “The chase”When a player becomes wanted, every on-duty officer receives compass flashes — bearing and distance to the suspect. The design:
- Updates are throttled — you read flashes while driving, they are not a live pin on the map.
- The interval slows when the suspect drives fast and is far away.
- A suspect hiding within 500 m of any officer stops receiving updates silently.
- More officers watching the same suspect does not multiply the flash rate — the force’s total intel is capped.
Speed and distance cut both ways: a suspect driving fast and far is harder to corner, but hiding slow and close clears their wanted status faster. The meter pivots at 50 km/h:
- Above 50 km/h the suspect’s wanted timer grows (up to +3 s/s at 200 km/h point-blank) — speed builds heat.
- Below 50 km/h it decays (up to −1 s/s parked) — hiding bleeds it.
- Distance only ever helps the suspect when far away: far from any cop, hiding decays up to 3× faster and speeding builds up to 3× slower. There is no freeze — the meter never stalls, even parked next to an officer (updates just go silent inside the 500 m ring).
No cops on duty = no wanted system. If every officer goes off duty, all active wanted statuses are cleared (amnesty) and no new triggers fire until someone is back on duty.
Making arrests
Section titled “Making arrests”You don’t need a special command — arrests happen automatically through the game’s traffic-stop system:
- Get behind a suspect in your vehicle and perform the pull-over.
- Choose warning or penalty — a penalty against a wanted player executes the full arrest: teleport to jail, confiscation, reward.
Other arrest paths are automatic: the suspect logging out within 2 km of you, going underwater, or entering a portal while wanted.
Rewards
Section titled “Rewards”- The arrest reward is split among all online, non-AFK police — not pocketed by the arresting officer alone.
- On-duty police also collect a police salary (2× UBI) every payout tick, regardless of chase outcomes.
- Confiscated money goes to the treasury; the reward split comes out of the arrest.
Your police level (shown in the P of your duty tag) grows from
confiscations you’ve been part of.