as a possible help- train one of the ems chief crew as hazmat and add that vech to your AAR
Posts by manfromcny
-
-
just wondering- besides the benefits of meeting others and learning experience - is there an actual prize?
-
i believe this is based on a belief that most bridges are over some body of water
-
reading through the whole list , i really do not understand the why the devs would come up with this idea. paying 1.5 mil just to combine 5 maxed out buildings for no other gain than to have 1 icon versus 5 is totally incomprehensible. if the devs want a "emergency services complex" my proposal -
- building cost 1 mil - 3 services can use - max out at 30 bays
- building cost 1.5 mil - 4 services can use - max bays 40
- building cost 2 mil - 5 services can use - max bays 50
- and to account for late game usage this feature unlocks at either staff captain or battalion chief ( level 7/8)
- if there was some sort of game function or benefit to combining then it might be worth it, but just to combine for an icon definitely is not worth the cost
-
pi believe its based on the number of posts you do, and reactions, but i do not know the ratio to move up, it has nothing to do with the actual game
-
But he does have a point on the crew total- 1 is very wrong- considering the ALS rig (us version - hems in us version also is 1 crew) has 3 crew
-
for your 2nd idea - the game is more focused on the dispatch aspect. and you can always edit each unit as to its crew level, but i do agree with your first idea
-
I have built all of LACoFD and each station is true to their apparatus and not once I've ever gotten a run requiring a dozer and I have 5 of them just sitting, also the same with the crew carrier for wildland fires
as far as i know- you wont get a call asking for the crew carrier, but you can send it to any mission to help speed it up
-
in general i like the idea, but many will not- only because the lower credit calls are more frequent irl, and building collaspe are not. but its worth a shot
-
an option- albit time comsuming- make all your t-3 as a diff unit, then check the box - only dispatch as tis type of unit( or something to that effect, its near the bottom of the vech edit page)
-
where is that setting?
in the settings tab - in dispatch centers
-
Well, Actually, add bays don't need time. So I'm not sure to get your point here. 🤔
yes i know- the point is - since you have to wait 7 days for the expansion to become effective it should also come with a bay - to partially offset the waiting time
-
i actually agree with wjordan on this - not so much the cost but the time waiting for the expansion- if the expansions were immediately ready then there should not be an added bay, but having to wait the 7 days - there should be a added bay also, granted it wont happen - because then the devs have to go back and add bays to every previously expanded station
-
my suggestion - assuming you dont want to be realistic is 1 type 3 - 2 type 4 and a tanker at each station you build, and or 2 semi/dozer team setup
-
This was brought up in the past , but since it was old - ill do a new thread - can the drunk driving call be adjusted to 2 patrol needed, and a chance for a prisoner, i was a dispatcher once- and any suspected DD call 2 units were sent- and about 50% of the time the subject was arrested
-
tks for the info
-
currently i have just 3, and all assinged to same dispatch center, havent decided where to place more yet
-
The purpose of the crew carrier is to bring additional personnel to a scene, in theory, this will help reduce call timers as more personnel on scene, the faster the time for the call to clear.
form what iv seen- the crew carrier only works for wildland fires, not for general use, unless its been updated
-
currently there is no training for medics, you can send any non ambo unit to a call and they will treat to 10% otherwise i thnk there is a update in the works for the US-MC in regards to medical calls, just have to wait
-
yeah- its called the volume control on your computer or speakers