return {
    -- Police response, fired once when a container is first breached.
    Police = {
        Enabled = true,
        MinCops = 0, -- 0 = always alert (counting cops is your dispatch's concern)

        -- The server fires this event with { coords = vec3, title = string } - bridge it to your
        -- dispatch (ps-dispatch, cd_dispatch, ...); false = skip. A map blip broadcasts regardless.
        DispatchEvent = 'sd-deaddrop:police:alert',
        Title = 'Containers being breached',
        Blip = { sprite = 161, color = 1, scale = 1.1, time = 300 },
    },

    -- Rival recovery crew, spawned the moment the FIRST container is breached: Merryweather coming
    -- back for its cargo. Each ped rolls a weighted archetype, then health/armor inside that
    -- archetype's ranges, spawns scattered around the breached container, and rushes it, engaging
    -- on arrival or when fired upon.
    Rivals = {
        Enabled = false, -- false = no rival peds spawned on the drop
        Min = 4, -- fewest rivals a drop can spawn
        Max = 6, -- most rivals a drop can spawn (random Min..Max, no player scaling)
        Radius = 120.0, -- spawn scatter around the breached container, metres (keep this ABOVE MinPlayerDistance or no spot can ever qualify)
        MinPlayerDistance = 100.0, -- never spawn within this of ANY player (a crowded drop falls back to the farthest sampled point)

        -- Looting: dead rivals can be searched (ox_target) for a small randomized reward. Only
        -- this switch is client-side; the reward pool + roll counts live in server-only
        -- configs/server/pressure.lua, and the backend re-checks death/proximity/first-come.
        Loot = {
            Enabled = true,
        },

        -- weight = relative spawn chance (integer); accuracy = 0-100; combatAbility = 0 poor /
        -- 1 average / 2 professional; combatRange = 0 near / 1 medium / 2 far; criticalHits =
        -- false: no critical-hit damage, so the ped can't be one-shot headshotted (headshots still
        -- land as normal damage) - omit or true = vanilla headshot kills; canRagdoll = false: the
        -- ped never ragdolls from shots/impacts (stays on his feet and keeps fighting) - omit or
        -- true = vanilla stagger/ragdoll.
        Archetypes = {
            {
                name = 'grunt',
                weight = 6,
                model = 's_m_y_blackops_02',
                weapon = 'WEAPON_SMG',
                health = { min = 120, max = 160 },
                armor = { min = 0, max = 25 },
                accuracy = 35,
                combatAbility = 1,
                combatRange = 1,
                criticalHits = false, -- no one-shot headshots
                canRagdoll = true,
            },
            {
                name = 'enforcer',
                weight = 3,
                model = 's_m_y_blackops_01',
                weapon = 'WEAPON_CARBINERIFLE',
                health = { min = 160, max = 200 },
                armor = { min = 25, max = 50 },
                accuracy = 45,
                combatAbility = 1,
                combatRange = 1,
                criticalHits = false, -- no one-shot headshots
                canRagdoll = true,
            },
            {
                name = 'lieutenant',
                weight = 1,
                model = 's_m_y_blackops_03',
                weapon = 'WEAPON_PUMPSHOTGUN',
                health = { min = 200, max = 240 },
                armor = { min = 50, max = 100 },
                accuracy = 55,
                combatAbility = 2,
                combatRange = 2,
                criticalHits = false, -- the hard target: no one-shot headshots
                canRagdoll = true,
            },
        },
    },
}
