Now after messing with the AI for a bit there seems some improvement over the older AI but there are a few things I could suggest and improve. Improvements to smart and smart (any config) Since the car selection main menu, you can check a small box on that car to label as police or not. By default, normal dev picked cars are ticked. (this can be hidden away in the options menu) Unstable config police cars will be unticked automatically to avoid mods causing unwanted lag/crashes. This would help with selection to custom police, speedy ones or heavy ones. Even if they are normal cars. Also, custom police cars will have their sirens also played. The regular AI moves out of the way when sirens are on. As they should. Suggestions: > Tabbing to a selected vehicle(s) and setting them to flee mode (aka set criminal 1) while if you're in a regular car, you must avoid getting hit by their driving with random encounters on. > As a police car, which seems to have limitations or lack of signaling to the AI that you're on their side. It would be nice to have an option to be set as a chaser. > Also as a policeman, you must avoid hitting any civilian or the chase is called off and you lose the criminal. > The Chosen fleeing vehicle(s) you can use force, the more the fleeing AI behaves dangerously, you must stop them before it's called off. (If the fleeing AI reaches 100 points) Police priority system. The more danger you put the public/police in, the more aggressive the cops become. Using a rating table for the AI from 0-100. This would come with its own UI. Probably stars or a bar showing how wanted you are. 0: Police behave as normal traffic. 0-15: Low-end rating, the police are likely to ticket you if you cause some trouble, bumps or driving silly. Police AI will not try to pit you, but follow or get in front and slow you down. Roadblocks can be used. 16-35: Low-to-Moderate rating, More police are called in to deal with you. Roadblocks and pits can be used more often. Headon crashes can happen but are rare. 36-50: Moderate rating, More police take over, roadblocks become way more common. Pits are attempted if they follow you long enough. AI will even go to slam your sides so you can get off the road. Headon crashes are now your new risk. The cooling timer is increased. 51-75: Moderate high rating. Police now block roads and exits, pits are now common and police will slam you at any chance they get. 76-100: All call rating. You're now in big trouble. Losing the police is now very hard. The cooldown timer for escaping is doubled/tripled. All police cars will try to pit, ram or take you headon to stop you at any cost. Rating system. This slowly cools down to 0 overtime. Minor trouble making will only add 1-2 points. Such as bumps or cutting cars off. Speeding is 3 points Racing/driving like a mad man is 5 Hitting a car hard is 3-7 points. Hitting police cars is 10-15 points Hitting cars and police cars in a short span is 15-20 points Rating cooling. The rating system is on a countdown timer, it's rather fast for minor points but slows down the more points you rack up. If you're almost at 100 and you don't want to become scrap metal, the best thing is to slow down with hazards on and stop, this will help you avoid getting totalled. Downsides are some of this can become very taxing on some computers, since AI pathing is more work. If you got anything else to add just comment. I don't expect this to be added anytime soon.