Posts by Wings

    Yes it will reduce the likelihood of medical calls, but only if you are replacing your existing ambulance stations with fire/ambulance combos - otherwise you'll still get calls from the ambulance stations you have already anyway.


    - If an ambulance station is chosen randomly by the system to spawn the next mission then it can only generate a medical call.
    - If a combo fire/ambulance station is chosen randomly by the system to spawn the next mission then it can select randomly from both fire and medical possible calls.


    Therefore blended stations reduce the overall percentage of medical calls (again, assuming you are deleting existing ambulance stations and extending existing fire stations to house ambulances).

    According to the devs it is done by a percentage

    Their reply to rescuenut93 a week or two ago confirms that it works just like every other mission on the game and the way Sebastian coded it... https://board.missionchief.com…g/?postID=24426#post24426


    The "10%" was just in the example they used.
    First a station is randomly selected, then a possible mission is randomly selected.
    In their example they said "say you have 10 fire stations, and 1 has the brush expansion then it's a 10% chance of that station being selected... THEN it has to select a brush mission from the list of possible missions - which is why they said it's a 10% chance of selecting the brush station, but then a lower chance (5%) after that of selecting a brush call.
    This is just how the game works. None of those percentages can be tweaked without simply building more brush stations or adding more brush missions to the game.


    Their example could easily have been.. say you have 10 fire stations, and 2 have brush expansions then it's a 20% chance of that station being selected.
    The 10% was just to illustrate the point.

    That's not how mission generation works, there isn't a pre-set percentage that determines how many of your calls are wild fire missions.


    When a new mission is generated (based on the time interval setting) the game first randomly selects a station to spawn the call, then it randomly chooses a mission to generate from the available list of missions for that station (based on expansions and dispatch centre groupings).


    So to increase the chances of wild fire missions the only option is to increase the amount of fire stations (compared to police & ambulance) and then increase the amount of fire stations that have the wild fire expansion.

    You'd think at the very least they could disable the option to buy the airport extension if it's not ready yet so people aren't wasting credits on it earlier than they need to for no reason.
    It is not on the AU version yet either but at least we also don't have the option to buy it.

    This isn't something I would bother with personally but it has been bought up in our alliance on the AU version quite often too.


    I think a simple solution would be to just allow each fire station to also act as a staging area - so any vehicle can be "dispatched" to a fire station and it would just be available for calls as normal from there like they would at a staging area and it just returned there once clear.
    After 24 hours it would expire and return home unless cancelled prior.

    I am not looking for alternate solutions, thank you for your feedback but like I have said I know how the game currently works and I am wondering if any of the developers can add what I am asking for.

    Don't worry I'm completely with you, I understand what you are saying and I understand why some of the replies above are not helpful.


    You are 100% correct, with what you are trying to achieve (because you are using Quints) it's not possible because the game doesn't allow multiple custom categories. That would be a nice feature. Probably not one I would use personally but wouldn't be opposed to it being introduced.


    It is worth mentioning though that you can currently do exactly what you want to do if you use platform ladders instead of quints. Sure the staffing levels are 3 and not 6 but I have measured how tiny and minute of difference that actually makes to the job completion time. I guess you have to ask which would bother you more, having ladders with 3 people but your dispatching works effortlessly or having 6 people in the fleet of quints but having to micromanage them all the time?
    I know what I would choose.

    A consistent player who plays everyday and gets a decent amount of medical transports would still have the issue of hospitals being packed


    Just adding more beds isn't the answer. It could be a part of a range of solutions but that alone won't fix it. As TheAxeMan33 points out increasing hospital beds still means that 30 hours needs to pass without any player sending new patients before anyone will notice any improvement.


    what about patients being released an hour from when they were put in, instead of one every hour


    I like this. Or a combination of both as a long term solution.


    In the meantime you can always build multiple hospitals in the same location. We have had to do that quite a bit.

    I know that and that is how I am doing it now with Quints to respond only as a platform and not as an engine. What my request is asking is if we can have more options for instance if I want some of my ladders to respond as a "SOC Support Ladder" like FDNY has for example but not others. I can select all my quints to respond as ladders but then only have some ladders respond as SOC Support Ladders.

    Why not just use platform ladder trucks instead of Quints then?
    You mentioned you've already set up a custom category to prevent the quints responding as fire trucks, well having the fleet of platform ladders instead will achieve that on it's own. Then if you want to have just a group of them respond as "SOC Support Ladder" then just give those platform ladders that custom group.
    That way you'll have a fleet of platform ladders, that only respond to ladder, plus a fleet of "SOC Support Ladders" that respond to that.

    I’m based in Western Australia, and only have fire stations where we don’t have ambulances in our stations, I’ve only got 3 stations all with 2 vehicles in them

    Welcome, I'm from WA too (although now living in Vic).
    I'd recommend 3 vehicles for each station before building another. That's seems the right ratio for most people. 2 fire trucks + 1 other specialist vehicle as needed.
    If you have a small station there is no need to fill out all 6 trucks before moving on you can come back to them later - also no need for large stations early on in the game.

    To say, If the event is starting by 2hrs "A Baseball Match". I SHOUld be able to "dispatch 1hr" or 2hr or 3 hr so on. THAT WILL BE NICE ONE. So this is not actually followup! Straight away from the station.

    But what if that vehicle is no longer at the station in an hours time? It could be at another call even further away and there could be a closer available vehicle in an hour when you want to dispatch it?
    It may be the best vehicle for the job now but that doesn't mean it'll be the best vehicle for the job in 1 or 2 hours, chances are it won't be.

    Even after watching the video I'm struggling to understand what the unit actually does. I feel like they explained the problem that it's trying to deal with (which is no secret, it's a problem all over the world) but they didn't really explain what it does differently.
    As Grubber suggested isn't it just a BLS ambulance with a different name? - not just on the game but in real life in effect that seems to be what it is too.

    Having two dispatch centres doesn't stop units associated with one dispatch centre from being dispatched to calls associated with the other. In most circumstances that's generally a good thing.
    The only way to get around that, if you want to, is to either reduce the dispatch radius (the distance buttons along the bottom of the dispatch screen on a call) or by assigning all units from dispatch centre A to custom categories and all units in dispatch centre B to different custom categories and then reflecting that in your A&RR settings - that will keep the fleets separate. A lot of messing around though.

    Does any body else think that the maximum of hospital spaces needs to be increased from 30 to possibly 50 or even 100

    Definitely. It seems like the arbitrary maximum of 30 beds was probably set very early on in the game's development. Since then there have been so many major calls with high patient numbers and the maximum hasn't been reviewed since.
    It should go far higher but still with a sliding scale of cost to upgrade. That would save having to build multiple hospitals in the same location on the map with the same name.
    Alternatively patients could be released sooner than every hour but I think of the two solutions I'd prefer the option of upgrading to more beds.

    Where I am HEMS is tasked as a single response in some cases due to distance, terrain, and response time so having it attend calls as a solo response can be plausible

    Yes I know what you mean, especially in the case of vertical rescue or remote area rescue however that is not how the unit is implemented in the game. There are no rescue type calls yet (at least not in the AU version). All of the medical calls are spawned within a short radius of an ambulance station anyway so response time isn't an issue. The helicopter is really utilised in the game as an "Air Ambulance" for transport rather than a rescue helicopter.
    Do I think that's a good thing? No - I'd prefer it to have a rescue purpose with a much wider call range than road ambulances however given the set up we have to work with and the nature of the calls in the game requiring an ambulance on scene is appropriate.