MiniLAW: Ministry of Law

MiniLAW: Ministry of Law

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miniGUIDE
By Lokonopa
v0.1.8.
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[Perks]
This section includes my testing done with each perk. Only the Grease Monkey perk will increase the actual skill level. The Bullet Dancer perk does not increase the displayed ballistic and melee defense starting values.
  • GREASE MONKEY: Driving skill begins at lvl 10, or 320kh/h (+80vel), and -25% firearm acc
  • BIG BAD BOBBY: Starting melee eff +7%
  • DEADEYE: Firearm acc begins at +150% and movement is reduced by -15%
  • MILQUETOAST: Vanilla?
  • PERCUSSIVE MAINTENANCEMAN: Better repair (suit integrity?), but sensors receive more damage or become faulty more often
  • JARVIK HEART: Artiforg heart, discussion here
  • BULLET DANCER: Bullets are harder to hit you, but not blades
  • SOFT SPOKEN: Voice range begins at 2.83M (-1.0M), but better at negotiating.
  • OFFICER OF THE PEACE: +25% firearm acc, -5% melee eff, and 4.50M voice range (+0.67M)
  • KARATE LESSONS: -50% firearm acc, +10% melee eff
  • MASTER DETECTIVE: Better chance a perp will drop a clue, -rep with all gangs and +difficulty (?)
  • DAREDEVIL: +35% movement eff (armor weakness?)
  • METICULOUSLY MINDED: Better with technology and untying knots
  • WIMPY VOICE: Bad at everything else(?), 3.17M voice range (-0.66M)
  • BOURGEOISE ENFORCER: Animus and Renegade +rep (unknown amount?)
  • HARD BARK: +5.0 ext.armor def and -20% movement
  • THE DREADED: 4.17 voice range (+0.34M), +5.0 melee eff
  • HERO OF THE UNDERCLASSES: Biofreak and Rudeboys +rep (unknown amount?)

[Crimes in Progress]
Homicide: The body of a murder victim will be interactable (hold shift). Mouse click before each DNA gap in the mini-game to step over until finished. Identifying the body rewards some req.



Hostage: A hostage will be interactable (untying) and rewards some req after rescuing. Hostages can be killed or left alone.



Assault: Be prepared to face mercenaries armed with some serious firepower.



Robbery: Perps during these crimes can drop stolen goods. Acquiring them as evidence rewards some req.



Loitering: Appears to be vanilla.

Raid: Lots of enemies with powerful weapons will be present along with various pickups. After a raid, the gang HQ can move locations.
[Perps]
Perps have three stat bars. When one bar is depleted enough, the perp will either surrender, become incapacitated, or receive lethal damage. Killing or knocking out a surrended perp will result in requisition penalties.



S is Stamina, results in a nonlethal takedown (+15 req each). Perps can also be thrown off ledges for nonlethal.

R is Resistance, results in a perp surrendering (+20 req each). By clicking m1+m2, perps can also be grabbed and held to decrease resistance.

H is Health, results in a lethal takedown (+10 req each). Corpses will have a red identification.

Perps can have their own traits displayed over their heads. (unknown effects)
[Skills]
ENDURANCE: Increases external and underarm defenses.
REACTOR: Increases shield recharge rate and shield efficiency.
FIREARMS: Improves accuracy and reloading.
MEDICINE: Increases health pickup effectiveness and chemical tolerance.
STRENGTH: Increases character melee damage.
DEXTERITY: Increases character movement speed.
DRIVING: Increases piloting velocity, reduces travel time, and updates handling programs.
VISION: Increases the range people and objects are identified.
DIPLOMACY: Increases maximum voice range and improves negotiation.

Each skill can be slightly increased by spending requisition points. Each skill has an additional +10 to its req cost on top of the level value; ((10 * LVL) + (10 * LVL)) = current req cost. Advancing from level 9 to level 10 would require spending ((10 * 10) + (10 * 10)) = 200 req.

Default Skill Values

EXT.ARMOR DEF. +14.50
UNDERARMOR DEF. +3.50
REACTOR GEN. 100%
SHIELD EFF. 100%
FIREARM ACC. +0%
MEDIGEL EFF. 100%
MELEE EFF. 100%
MOVEMENT EFF. 100%
VEHICLE VEL. 240KHP
OPTICS EFF. 100%
VOICE RANGE 3.83M
BALLISTIC DEF. +1
MELEE DEF. +1
[Gear]
Gear can be purchased from the miniLAW HQ. New gear will appear by purchasing systems or weapons. Return to the MLHQ screen to see new additions.

Gear Examples (Incomplete)

Systems (Body/Head/Limbs)
  • MLRC-20 GEN (BODY) RQ COST: 275, REACTOR GEN +5 MEDIGEL EFF -10%
  • RAZOR SHV (LIMB) RQ COST: 185, AIM CALIB. +10
  • RZG OPTICS (HEAD) RQ COST: 250, OPTICS +20
  • C.F. PLATES (BODY) RQ COST: 290, UNDERARMOR +0.5 EXT. ARMOR +2 BALLISTIC DEF +.15 MELEE DEF +.15 MOVE EFF -3%
  • BLK BRACERS (LIMB) RQ COST: 260, EXT.ARMOR +0.5 SHIELD BOOST +.01 MELEE DEF +.35 BALLISTIC DEF +.35
  • LGA SPEAKERS (HEAD) RQ COST: 285, DIPLOMACY +10
  • STL HELM MK52 (HEAD) RQ COST: 190, UNDERARMOR +1 EXT.ARMOR +1 MELEE DEF +0.35 BALLISTIC DEF +0.35
  • H S EMITTER (LIMB) RQ COST: 315, MELEE DEF -0.5 BALLISTIC DEF +1.75 SHIELD BOOST +.25
  • GAUNT CR (LIMB) RQ COST: 215, MELEE EFF +5

Weapons (Offhand/Primary/Seconary)
  • MDK KNUCKLES (OFFHAND) RQ COST: 250, EXTRA +HP DMG TO PERPS
  • JAVELIN AP (SECONDARY) RQ COST: 360, ARMOR PIERCING
  • SFTE RUBBER (PRIMARY) RQ COST: 350, RIOT ROUNDS 12 RNDs
  • JKHMR ROUNDS (PRIMARY) RQ COST: 510, LOW-EXPLOSIVE 6 RNDs
  • ML HP (PRIMARY) RQ COST: 320, HOLLOW POINT, +DMG TO UNARMORED 11 RNDs
5 Comments
Death777Omen 4 Apr, 2024 @ 2:38am 
how do you use grenades
DoopForces 24 Aug, 2020 @ 9:49am 
((10 * LVL) + (10 * LVL))

= 20*LVL

bro. :steamfacepalm:
inuNd8 7 Mar, 2020 @ 10:49pm 
how does the crime grid work?
RedRaptor 8 Oct, 2017 @ 1:32pm 
Nice guide, hope you keep adding to it!
>:3 gary  [developer] 20 Oct, 2016 @ 4:18pm 
Thanks for taking the time to write this awesome guide dreamlikeamaze!