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ASEAN Motor Club Ministry of Justice
Policy Updated 8 May 2026

Crime, Wanted status, and arrest

Summary

Illicit cargo creates a Criminal Record on your name and may trigger Wanted status. If police catch you, your bounty is confiscated and you spend 60 seconds in jail. Teleporting, respawning, or going underwater while Wanted triggers immediate automatic arrest.

Critical Warning

Teleporting while Wanted triggers immediate automatic arrest. Do not teleport, reset your vehicle, or respawn until your Wanted status expires.

1. Criminal Records

Delivering illicit cargo or wearing a suspect costume creates a Criminal Record and applies the [C] tag to your name. This record tracks two things: your total lifetime earnings from illicit cargo (which determines your criminal level) and your current bounty (which is what gets confiscated if you're arrested).

Your bounty accumulates from each delivery — only 80% of each delivery payment is added to your bounty; the remaining 20% is yours to keep and cannot be confiscated. Your bounty decays over time while you're online and active. It halves every 2 hours of active play — for example, a $50,000 bounty drops to $25,000 after 2 hours, then $12,500 after 4 hours. Decay pauses while you're AFK or in a modded vehicle. When your bounty decays below $5,000, it is zeroed out and your Criminal Record is cleared automatically.

Your Criminal Record is cleared either by arrest (which immediately removes the [C] tag) or by natural decay — when your bounty drops below $5,000 through the 2-hour half-life decay, the record is automatically closed and the [C] tag is removed.

Only one active Criminal Record can exist per character at a time. A new record is created fresh after each arrest.
Example: If you deliver $50,000 of illicit cargo, $40,000 (80%) is added to your bounty. After 2 hours of playing (staying online and active), this drops to $20,000. After 4 hours, it drops to $10,000. The remaining $10,000 from the original delivery is safe from confiscation.

When you deliver illicit cargo, a server-wide tip-off may be broadcast: "Intelligence reports suggest a smuggling operation is underway". This alert does not reveal your name or location — it only tells police that smuggling is in progress.

2. Wanted Status

Wanted is a temporary status that shows as asterisk stars (* to *****) in your player tag. It can be initiated in two ways: by an on-duty officer using /setwanted, or automatically upon illicit cargo delivery.

Delivery-based Wanted uses a 30-second window — multiple deliveries within that window are treated as a single delivery for the probability roll. Higher-value deliveries have a higher chance of triggering Wanted.

30-second debounce window: Splitting large cargo into many small deliveries is treated as a single delivery of the combined value.

How stars work

All Wanted statuses begin at 5 stars (600 heat). Stars are based on remaining heat, with each band covering 120 units:

Star level by remaining heat
Stars in tagRemaining heatDisplay example
***** (max)481 – 600[*****C1] John
****361 – 480[****C1] John
***241 – 360[***C1] John
**121 – 240[**C1] John
*1 – 120[*C1] John
Expired0[C1] John (stars removed)

How Wanted fades

Your Wanted status fades over time. Stay more than 500m away from all police officers and it expires in about 10 minutes. The closer police are, the slower it fades. Decay never reverses — heat only ever decreases, never increases.

Simple rule: Stay more than 500m away from all police officers and your Wanted status expires in 10 minutes. Get closer and it takes longer.
How long until Wanted expires by distance to nearest officer
Distance to policeTime to expireWhat this means
No police nearby~10 minutesFull speed escape
500m or more away~10 minutesFull speed escape
400m away~12.5 minutesSlightly slower
300m away~14.5 minutesModerately slower
200m away~20 minutesHalf speed
100m away~50 minutesVery slow decay
50m away~110 minutesAlmost frozen
10m away (point-blank)~110 minutesAlmost frozen
! Wanted status cannot fully expire while any officer is within 500m — your heat is held at a minimum until all officers are beyond 500m. Once they move away, natural decay brings it to zero automatically.

How to escape Wanted

  1. Stay more than 500m away from ALL police officers
  2. Wait 10 minutes (do not teleport, respawn, reset your vehicle, or enter portals)
  3. Do NOT log out near police (within 2km)
  4. Do NOT use modded vehicles (your vehicle will be despawned)
  5. Do NOT go underwater
  6. Watch your star level decrease (***** → **** → *** → ** → * → Expired)

Your Criminal Record [C] remains — only Wanted status expires. A future arrest will still clear it. Your bounty continues to decay while you're online and not AFK or in a modded vehicle.

What happens when...

What happens when I deliver illicit cargo?
  • You get a Criminal Record [C] tag on your name (unless you are on police duty)
  • You may become Wanted (higher delivery value = higher chance within the 30-second window)
  • 80% of the delivery payment accumulates in your bounty
  • Your criminal level increases based on cumulative laundered total
  • A modded vehicle check is performed — if custom parts are detected, a warning popup is shown
  • A smuggling tip-off may be broadcast to the server (see Section 1)

3. What Happens When You're Caught

When you are arrested — by any method — you are teleported to jail, your bounty is confiscated, and your Criminal Record is cleared.

Automatic arrest triggers

  1. Teleport / Respawn / Vehicle Reset while Wanted — Immediate auto-arrest
  2. Portal Entry while Wanted — Auto-arrest when entering a portal
  3. Logout near Police — If within 2km of any on-duty officer, logout is treated as arrest
  4. Underwater — Wanted suspects who go underwater are auto-arrested

Pull-over arrest

On-duty police can issue a penalty during a traffic stop. If you have an active Criminal Record and the officer issues a penalty (not a warning), you are arrested immediately. Warnings do not trigger arrest.

Modded vehicles while Wanted

If you are Wanted and using a vehicle with custom-modified parts, your vehicle is forcibly despawned. You remain Wanted — this is not an arrest.

On arrest

  • You are teleported to jail immediately
  • Your bounty is confiscated
  • Your Criminal Record is cleared and [C] tag is removed
  • You are confined to jail for 60 seconds (cannot leave the area)

Confiscation

The total confiscated amount is your bounty — which is 80% of your cumulative delivery payments (minus any decay). This amount is split equally among all online active (non-AFK) police officers. Each officer receives an equal share (minimum $1). Star level does not affect confiscation — 1 star and 5 stars result in the same penalty. The remaining 20% of each delivery is always safe from confiscation.

! There is no partial confiscation based on star level. If you are arrested at 1 star or 5 stars, the same full amount is seized.

Jail

You are confined for 60 seconds from the jail marker. If you move more than 10 metres away during this time, you are instantly teleported back. After 60 seconds the containment ends automatically and you are free to move — there is no manual release step.

If you try to escape the jail area by driving away, your vehicle is despawned.

No Wanted = arrest still possible

If you have an active Criminal Record [C] tag but no active Wanted status, you can still be arrested. Only your bounty is seized (your Wanted bounty would be $0 since no Wanted record exists).

4. Modded Vehicles

Players using vehicles with custom-modified parts face additional penalties during illicit cargo gameplay:

  • On delivery: Criminal profits are zeroed out if modded parts are detected on your active vehicle.
  • While Wanted: Your vehicle is forcibly despawned and you receive a warning popup. You remain Wanted — the Wanted countdown continues.
  • On load: A warning popup is shown to alert you that modified vehicles are not allowed for criminal gameplay.
  • Police exception: On-duty officers with police-issued whitelisted parts are exempt from modded vehicle detection.

5. Criminal Costumes & Suspect System

The game has a native "Suspect" status that makes a player invisible to police — anyone on a police vehicle or wearing a police uniform cannot see suspects on their position map. This system exploits that mechanic to let criminals go underground.

  • When a player with an active Criminal Record equips a suspect costume, the native Suspect status is toggled on
  • The native Suspect status only lasts 60 seconds, so the server reapplies it continuously while the costume is worn
  • Wanted players also have Suspect status reapplied continuously, regardless of costume
  • When the costume is removed, Suspect status stops being reapplied (unless the player is Wanted)

Position hiding

Wanted players and on-duty police officers are hidden from player position streams to prevent metagaming:

  • Wanted criminals do not appear on other players' position maps
  • On-duty police are hidden when any Wanted suspect is active
  • Police receive Compass updates (distance + bearing) for distant suspects, but Compass turns off for any suspect within 500m of an officer

6. Police Duty

/police — Toggle police duty

Going on duty has several requirements and effects:

  • Cannot go on duty while Wanted
  • 24-hour crime cooldown: Cannot go on duty within 24 hours of committing a crime (any illicit delivery linked to a Criminal Record)
  • Must be on foot — cannot activate while in a vehicle
  • Must be wearing a police uniform — the server checks your equipped costume; you cannot go on duty in civilian clothing
  • Teleported to nearest police station on activation (away from any Wanted suspects)
  • A server-wide announcement is broadcast when you go on or off duty

Required procedure

Police officers must follow the correct procedure when stopping players without a Criminal Record. Skipping steps or targeting ineligible players is considered misconduct.

  1. Signal the suspect to stop and pull over. Use lights, sirens, or in-game voice/chat to make the request clear.
  2. Allow a reasonable opportunity to comply. Give the suspect time to react before beginning a pursuit.
  3. Only pursue and arrest uncooperative suspects. If the suspect pulls over and complies, engage through roleplay — not immediate arrest. Arrests are reserved for suspects who flee or refuse to stop.
Criminals with a [C] tag can be pursued immediately. If a player is a suspect (wearing a suspect costume, breaking the speed limit) or is Wanted, police do not need to signal them to stop — they can be pursued and arrested on sight.
Reporting misconduct: If an officer fails to follow this procedure — such as instantly arresting a compliant suspect — this may be a roleplay violation. Report incidents through the official channels.

What police CAN do

  • Stop and question players with [C] tag
  • Use /setwanted on suspects (30-minute cooldown after expiry)
  • Pursue uncooperative suspects
  • Receive equal share of confiscated money on any arrest
  • Use the Compass to track distant wanted suspects (speed-based updates, turns off within 500m)

What police CANNOT do

  • Use /setwanted on themselves or already-Wanted players
  • Teleport within 1km of wanted suspects
  • Teleport to Dasa or Harbor while on duty
  • Use custom destination teleport while on duty
  • Use the /tp vehicle command (police-only)

7. Police Commands

/setwanted

On-duty police officers can manually flag a player as Wanted:

  • Requires on-duty police (/police active)
  • Target must be online and not AFK
  • Cannot use on yourself
  • Cannot use on already-Wanted players
  • 30-minute cooldown from the target's last Wanted expiry — shows exact minutes and seconds remaining
  • 1km minimum distance: If any officer is within 1km of the target when /setwanted is issued, those officers are despawned and teleported to the nearest police station outside the 1km radius
  • Innocence warning: If the target has no active Criminal Record, the officer gets a warning note but can still proceed
  • Sets Wanted to 5 stars (600 heat)

/wanted — List all wanted criminals

Anyone can view the full wanted list, which shows three sections:

  1. Active Bounties — Wanted suspects with star levels and bounty amounts, sorted online first then by bounty
  2. Recently Wanted — Suspects on cooldown from recent Wanted expiry
  3. Criminal Record — Players with active records but no Wanted status, showing criminal level, bounty, and decay rate

Compass — Live suspect tracking

On-duty police officers automatically receive a Compass system message showing the distance and compass bearing (N, NE, E, etc.) to every online Wanted suspect. Entries are sorted by distance, closest first. This is not a command — it is a passive HUD update that appears as a system message while you are on duty.

Updates are speed-based: faster suspects get more frequent compass updates — up to every 5 seconds for high-speed driving. Stationary or walking suspects update every 15 seconds.

The Compass turns off when any officer is within 500m of a suspect. Once any police officer closes to within 500 metres of a Wanted suspect, that suspect's location is hidden from all officers' Compass feeds. This encourages visual pursuit over map-reading — once you're close, you're on your own.

Example: If Officer A is 200m from a suspect, no officer on the server sees that suspect on their Compass. The suspect reappears on everyone's Compass once all officers move beyond 500m.

Teleport restrictions for police

  • Cannot teleport within 1km of wanted suspects — any teleport destination is checked; blocked with a popup if too close
  • Teleport/respawn redirect: If an on-duty officer teleports or respawns and lands within 1km of a wanted suspect, they are automatically teleported to the nearest police station
  • Restricted locations: Dasa and Harbor teleport points are blocked while on duty
  • Custom destination teleport blocked for police on duty

8. Risk Bonus

When active police officers are online, Money delivery payments are increased to reflect the higher risk. Each on-duty officer adds 50% to the base payout, capped at +250% (with 5 or more officers). This bonus applies only to Money deliveries — other illicit cargo (Ganja, Cocaine, etc.) does not receive the risk premium.

Risk bonus by number of active officers
Active officersBonus on delivery
0+0%
1+50%
2+100%
3+150%
4+200%
5++250% (maximum)

9. Police Progression

Officers advance in level based on their cumulative confiscated amount. Every $50,000 confiscated increases the officer's level by 1. Your level is shown as a [P] tag in your name (e.g. [P1], [P2]). When on duty, the [C] tag is hidden and only the [P] tag is displayed. When an officer levels up, their player tag is refreshed and a server-wide announcement is broadcast.

Police level thresholds
LevelCumulative confiscated
1$0 – $49,999
2$50,000 – $99,999
3$100,000 – $149,999
N(N − 1) × $50,000 onwards

10. Glossary

Criminal Record
Permanent record of illegal activity created when loading illicit cargo. Cleared only on arrest. Shows as [C] tag on your name.
Bounty
Accumulates at 80% of each illicit delivery (20% is safe), decays with a 2-hour half-life while online and active, seized on arrest.
Wanted Status
Temporary police attention shown as asterisk stars (*) in your player tag. Expires over time (10 minutes if avoiding police). Star level (1–5) indicates severity based on remaining heat.
Confiscation
Money taken from you on arrest. Comes from your bounty plus any Wanted bounty. Split equally among all online active officers.
[C] Tag
Visual indicator in your name showing you have an active Criminal Record. Format: [C1], [C2], etc. Only removed on arrest.
[P] Tag
Visual indicator showing police level. Appears when on duty (e.g. [P1], [P2]). The [C] tag is hidden while the [P] tag is active.
[*] Tag
Visual indicator showing Wanted status. One to five asterisks based on remaining heat (e.g. [*****C1] for a wanted criminal).
Suspect
A player with the native Suspect status, which makes them invisible to anyone on a police vehicle or wearing a police uniform. Triggered by suspect costumes or Wanted status.
Heat
Numerical value representing your Wanted status severity. Starts at 600 for a new Wanted; decreases over time when avoiding police. Determines star level in your tag.

11. Changelog

7 May 2026, 23:48 +07
Removed /suspects command. Police can no longer track wanted suspect locations via a command — they must rely on the Compass and visual pursuit.
7 May 2026, 23:48 +07
Documented the Compass — an automatic suspect tracking HUD that shows distance and bearing to wanted suspects every 10 seconds. Turns off for any suspect within 500m of an officer.
8 May 2026
Only 80% of each delivery payment is added to bounty (confiscatable amount). The remaining 20% is always safe from police confiscation.
8 May 2026
Compass now uses speed-based update frequency — faster suspects get updates down to every 5 seconds, stationary suspects receive no updates. Replaces the previous fixed 10-second interval.