A Pursuit, also referred to as a "Cop Chase", by the Lakeshore Police Department (LPD) is an attempt to apprehend a suspect actively associated with illicit street racing.
To avoid getting into pursuits, players have a police scanner to monitor their communications and a mini-map indicating any nearby unit's "spotting" range.
LPD units make use of specialised equipment and take advantage of advanced training in pursuit tactics with their multiple types of units.
Heat[]
Players can gain heat by participating in events and through encounters with the police.
Reinforcements[]
A pursuit can escalate to the next Heat Level once reinforcements have been dispatched, with the exception of pursuits at Heat Level 5 as it is the highest level.
Reinforcements take sixty seconds to join a pursuit, once they have been dispatched. Although a countdown timer is presented to indicate the amount of time until reinforcements arrive on scene, a suspect entering cooldown will freeze the countdown timer and it will resume if they are re-engaged.
Heat Levels[]
At Heat Levels 1, 2, and 3, pursuing units are not authorised to use direct intervention or intentional force in apprehending a suspect.
At Heat Levels 4 and 5, pursuing units are authorised to use direct intervention and intended force in apprehending a suspect.
Heat Level 1[]
At Heat Level 1, pursuing units will use passive and control tactics to stop or contain a suspect.
- Units: Patrol
Heat Level 2[]
At Heat Level 2, pursuing units will use passive and control tactics to stop, contain, or control a suspect.
- Units: Patrol and AWD
Heat Level 3[]
At Heat Level 3, pursuing units will use passive and control tactics to stop, contain, control, or immobilise a suspect.
- Units: Patrol, AWD, and Interceptor
- Roadblocks: Patrol units with barriers or spike strips.
Heat Level 4[]
At Heat Level 4, pursuing units will use aggressive, passive, and control tactics to apprehend, contain, immobilise, or disable a suspect.
- Units: AWD, Interceptor, and Undercover
- Roadblocks: Patrol units with barriers or spike strips, Heavy units with or without spike strips
- Support: Helicopter
Heat Level 5[]
At Heat Level 5, pursuing units will use aggressive, passive, and control tactics to apprehend, contain, immobilise, or disable a suspect.
- Units: Interceptor, Undercover, and Heavy
- Roadblocks: Heavy units with or without spike strips
- Support: Helicopter
Health[]
A health meter shows the amount of damage a vehicle can withstand before it is wrecked.
Larger and heavier vehicles can be more durable and resilient damage from smaller or lighter vehicles.
Player[]
The amount of health a player's vehicle has is shown on the HUD with a white curved bar to the top-left of the speedometer.
As the player's vehicle takes damage, the bar will diminish with a red coloured section to illustrate the amount of damage received, and the amount of health remaining is indicated to other players through visual damage to the player's vehicle.
A vehicle that depletes its health is either wrecked or busted, depending on if the player is in a pursuit. If this occurs to the player in Story mode, their current session ends and they are returned to the garage.
Damage Critical[]
If a vehicle's health is low and nearing depletion, it will enter "damage critical" alongside being highlighted to the player through a HUD prompt and a desaturated colour grading effect.
Whilst at low health, the player can be wrecked or busted if their vehicle's health is depleted, although they can regenerate enough health should they avoid taking any damage for a short period of time upon reaching low health.
Gas Stations[]
Gas Stations can be used by players to repair their vehicle and replenish the health meter, as well as refilling their nitrous tank.
Any Gas Station can be repair a player's vehicle by driving through it although a four minute cooldown timer activates following a repair and the player can not repair again at any Gas Station until the timer has ended.
Even though vehicle repairs at Gas Stations have a 4 minute cooldown timer, nitrous refills have no cooldown and can be refilled indefinitely.
Performance Parts[]
Auxiliary performance parts can be equipped to either assist or alter the player's vehicle during pursuits. Although two slots are offered for auxiliary parts, equipping some items will block others from being equipped in the secondary slot.
- Impact Protection - Reduces the amount of damage a vehicle receives in collisions with cops and racers.
- Damage Increase - Increases the amount of damage other vehicles receive in collisions.
- Repair Kit - Automatically refills a vehicle's health three time after surviving Critical Damage. Once charges are consumed, they refresh at the start of a new session.
- Radar Jammer - Increases the cop reinforcement time significantly.
- Undercover Racer - Cops take twice as long to spot suspects.
- Getaway Driver - Increases the bank earned from cop chases, but decreases the time between reinforcement waves.
Cops[]
LPD units display the amount of health their vehicle has with a white bar below the icon for their unit.
Units that have a red coloured bar are likely be taken down from a collision, as their health is nearly depleted.
Evasion[]
Cooldown[]
Escaping pursuing units will trigger a cooldown state, in which the player has to elude the police long enough for a pursuit to disband.
Turning off a vehicle's engine and lights will increase the cooldown rate, as well as making it more difficult for aerial support units to identify an escaping suspect in open areas.
Although being in cooldown means a suspect is no longer being pursued by the LPD, it does not mean they have be awarded their earned bank. Evading a pursuit will keep the player at their current Heat Level and allow them to successfully complete their day or night session by entering either a safe house to keep any earned bank.
Earned bank isn't awarded to the player until they reach a safe house, which will also end their current day or night session, but they can choose to remain in their current session to earn more bank at the expense of increasing the risk of being busted by the LPD.
Busted[]
Busted is when a player has been pinned by LPD units for a certain amount of time, they are completely immobilised during a pursuit, or have depleted their health bar.
Being busted will result in the player losing any bank they've collected in their current day or night session, and also end that current session, which will lead to it being burned for the current week.
'At Risk'[]
'At Risk' highlights the amount of bank the player is at risk of losing in a pursuit.
Story[]
In Story mode, the amount 'At Risk' relates to the bank the player has accumulated in their current session.
Busted[]
If they're busted by the LPD, all bank earned during the current session will be seized by the LPD and that session will also end as a result.
Evasion[]
Successfully evading a pursuit will reward the player with an additional amount of bank to the total accumulated for the current session. Evading higher Heat Level pursuits will reward higher amounts of bank.
Lakeshore Online[]
In Lakeshore Online mode, the amount 'At Risk' relates to the bank the player has accumulated in their current pursuit.
Bank is accumulated in a pursuit by taking down units and assisting other players in a pursuit.
Takedowns[]
Taking down police units will add bank to the player's total 'At Risk' amount.
Patrol | AWD | Interceptor | Undercover | Heavy |
---|---|---|---|---|
$100 | $250 | $250 | $300 | $1,500 |
Busted[]
If they're busted by the LPD, all bank earned during their pursuit will be issued as a fine paid to the LPD.
Evasion[]
Successfully evading a pursuit will reward the player with the bank amount accumulated during the pursuit. Evading higher Heat Level pursuits and taking down more units in a single pursuit will reward higher amounts of bank.
Gallery[]
Need for Speed: Unbound - Lakeshore Police Department | |
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LPD | Department · Equipment · Pursuit · Tactics · Units |