It is the expansion that has done it, however it shouldn't of expanded if you dont have HEMS. Ill bring it up
Oh I see. Yeah that shouldn’t happen. So you definitely don’t have a HEMS building in your setup?
This is not a bug. It’s actually a specific requirement of this mission. Some of the larger super high paying missions in the future may require the same in order to justify the payout of the mission
Firstly, I personally don't get what it is for???
Is it for a situation where say I have 5 ambulance stations in one place (to accommodate a large number of ambulances In that single IRL station), I use this "complex" to combine them into 1 building which will show a list of all the vehicles in those 5 stations at once?? (EDIT: having read what I put below, it cant' be used to combine 5 ambulance stations, but maybe that should be the use for it)
I have asked members of my alliance for feedback to pass onto you and will post with an update during the weekend but here are some initial comments so far:
- (as others have said above) the cost is too much, especially if it is 1.5mil to add each building.
- The requirement for each building to be fully expanded is ridiculous, as not a single fire station in the world would have 24 appliances attached to it. Since this addition is in part claimed to aid realism, what part of 24veh / station is realistic (yes ik many don't play that realistic but some people do)
- the limit of only 2 of each type of station per complex (see attached image from FAQ section) doesn't make sense, if it's intended to combine into these "superhubs"
- (question) What is the 10km radius for? why would stations 10km away want to be combined?
- (question) once created, do all the vehicles "come out of" the single building complex icon, or where the original station was.
(Edit: I forgot to attach the image I mentioned!)
To go through your points. This was put forward to me as a way to combine multiple buildings that might sit on one site into one allowing for a larger building and with the ability to have it comprise of different services.
1: Apparently this is a flexible cost so could be more if you have more of these. I agree it’s way too much.
2: I personally think it should be a 10 vehicle minimum rather than max extended as stations that size would make more sense for a complex.
3: I was told by the devs this could be implemented for use of tri stations and in the screenshots they have three types. Unfortunately I don’t have enough resources to test this feature.
4: Not sure about the radius as it’s supposed to combine a site rather than a town.
5: Not sure sorry.
I think they should have delayed the release of this until April 1st. Seems like a waste of credits to me. Also seems like something a free plugin such as LSSM could potentially do, which would save me from having to spend 1.5 mil credits on it. My feedback is the same as always: maybe they should add something that we actually suggested.
God bless the forum team btw
If it had more flexibility like what has been suggested I think it would work well, but not in its current state. Like you say you could use a plug in to just combine icons that are close to each other into one.
Putting the cost aside - you could make it free- and I still don't see the point. You can already expand fire stations to have EMS. IRL no American stations will have 40 bays (or more). The only tiny reason to do this is small towns that have 3 fire trucks, and 2 police cruisers in one public safety building. Note SMALL towns. I'm not expanding those two buildings to 40 or even 20 bays to make it into a complex.
A few stations do have 40 vehicles + (I’m not talking bays but just buildings with that many vehicles like some large city police stations or ambulance stations for companies like AMR). In the U.K. we have stations called tri service stations which have some fire vehicles, maybe 1 or 2 ambulances and several police cars as it saves money. I was told this could be used to replicate that however in its current state there is no way.
This concept is cost prohibitive and even as a late game idea, would only be available to top tier players who likely already have their strategies set. I think TACRfan pretty much hits the points.
This game doesn’t flow like most games. It’s less competitive and more collaborative, thus the donating coins option recently released.
I can see someone wanting to combine stations down the road, more likely beginning or middle play. IRL, the US has many Public Safety Complexes that house all services. A simpler plan seems appropriate.
Three fully built out regular stations (Fire, Police, Ambulance) would allow for a total of 120 Bays (40 each) at a total cost of 11,380,000 Credits; far less than the 16,800,00 credits and would have 55 more bays than this concept.
Might I propose two alternative ideas? One is a new build and one combination of existing builds. As always, I’m not a coder so bear with me on how easy this is to do. I don’t know how the UK system has been set up.
COMBINATION OF EXISTING STATIONS - PUBLIC SAFETY COMPLEX
-1,000,000 credits per station combined, no limit. (2)Stations = 2,000,000, (3)Stations = 3,000,000, etc
-50,000 per existing Bay. Instead of a finite number of bays set at the beginning, you’re literally combining your station’s existing bays for a price.
-Any new bays are the standard 100,000 per pay.
-120 Bays maximum
-Expansions carry over. If combining a fire station with an ambulance expansion and an ambulance station, you lose that expansion.
-Carries the equivalent of 2 stations per mission type (Don’t need 100 trucks for a car fire)
NEW BUILD - PUBLIC SAFETY COMPLEX
-3,000,000 Credits to build.
-Fire, Ambulance, and Police available immediately.
-3 Bays included (Theory of housing 1 Fire Truck, 1 Ambulance and 1 Police Car)
-100,000 for any new bays up to 120. No discounts for the first couple bays, they’re included.
-120 Bays maximum
-Carries the equivalent of 2 stations per mission type
Any inconsistencies between the two ways of building are part of the strategy. Combining may cost more, but if you start with two, then three, or maybe leave it at two, it will allow building more credits to buy more. How and when is a part of the game and leaves those decisions to the player.
They are definitely some interesting proposals so thank you for that. This feature, whilst being in the U.K. game only at the moment is likely to be released elsewhere in the future. Like you say the price is crazy at the moment.
Its been up'd to 24 for fire stations in the update
So I didn’t know that was for this update. I had been asking for stations slots to be increased in line with the US game for ages now and assumed that the increase to 24 was the first step along that road. It appears it was just for this which at the time of the slots being upped I didn’t know about.
I think if this gets implemented as currently described not a single player outside maybe the top 5 players will bother to build one because it is way too expensive to be useful. There is no way I would spend 20+ million for this. That is several weeks of income even for most late game players who are active daily. I am honestly baffled that it is even being considered to be developed with these requirements. In the nicest way possible, is the person in charge of gameplay balance familiar in the slightest with how the game is played?
I have over 1000 buildings. I can spawn 759 calls in one go, even I struggle to come up with the money needed for one of these buildings, and the price goes up as well.
With having a large enough account to be within the top 15, I wouldn't even consider building this. My full sized stations cost me 1.8m, 2m after the EMS expansion and some vehicles. Why would I want to pay millions more just to be able to stick police units in it? Lets get back down to reality here when it comes to pricing stuff out and think about what the majority of players could pay.
I agree it’s too expensive.
Ultimately, you could just put all stations in the same spot and achieve the same result without the need to fully expand a station, then pay an addition 1.5 million to "make it a complex".
I honestly don't see the benefit of this at all.
The concept is good, the execution is the problem. Like you say players will just do as they did before by building multiple buildings on the same site which is cheaper.
I think it could work better if: If a station is expanded to level 24, it automatically qualifies to be a complex building (free of charge). If someone doesn't want to fully expand the station but wants a complex, then charge the 1.5 million (maybe reduced to 1 million)? Would also be useful if we could get more than two of a certain building and have a reduced minimum (as some have mentioned)
That’s not a bad idea. A price reduction based on how upgraded the building that’s being combined is.
As players are mentioning its very epensive for little gain.
Why purchase it when you could spend the 1.5 million per building on another station?
If I put 4 stations in a complex building, I could purchase 4 max small fire stations or over 60 ambulance stations.
the cost does not justify the expansion for me sadly.
It’s very cost prohibitive
I realise i didn't go through peoples points on here so i will do that now. I will reply to everyone here.
A station shouldn't need 20 slots then after 20 slots you need to buy the station for 1.5 million! You should be able to do asing small stations ans it shouldn't need 20 expansion!
I agree this should be lower, if they want it late game make it 5 or ten, not 20.
Perhaps a more structured way to get across your point is something along the lines of:
This would be great, except
A. The price is overkill. Massive overkill.
B. The requirement for having 5 stations total before it works is stupid. What if people only want to combine 2?
C. Why would you require players to fully expand every station for this to be used? What about rural stations?? This could have been great but it’s honestly the biggest waste of time and credits an update has arguably ever been.
I agree, by the way. I think a company that used to make mobile games is slowly gutting this one. And it won’t be long before it’s made utterly unplayable in the sense we knew about before.
Maybe it’s time somebody created a MissionChief 2.0 - new code that doesn’t cause so many issues for developers, and owned by people who actually give a damn about the playerbase and the game itself. Just saying...
A: I agree, i have stressed this with them. Excluding the cost to build stations it costs around about 16,800,000 credits, or 4,575 coins which works out to about £240gbp. Way too much.
B: I also agree it should be a minimum of 2 buildings.
C: Again, as above, i agree it should be 5 or 10 expansions rather than 20 or 25.
I would really like to see this in the US game. I would like to see it cheaper, gotta be less than 1 million or even 500k. To have small stations get the same ability. And to merge up to 10 stations...
As far as i am aware the UK game is a testbed for this.
I'm not sold on the idea as firstly it is severely expensive and really shouldn't cost over 1m.
You should be able to add between 2 and 10 (at least) stations of ANY size not fully developed.
Remove or extend the 10km distance
This way players playing in areas that are not as built up can still make use of them.
Just now I would be limited to where I can use them to 2 areas Glasgow and Edinburgh.
These could very well work to provide a more realistic divisional setup some places use.
I personally like the concept and the distance makes sense as its to combine multiple buildings that are on the same site rather than spread out across the same town, city, or region.
I have spoken to the devs about the price. They want this to be a late game feature hence the price.
I have said it’s too expensive. We are going to collect feedback over the weekend on this and I said I will speak to them again on Monday about this.
My personal view on things is this. If they want it to remain late game then fine, even leave the price of combining them the same.
However some things need to change to make it a good system.
Allow players to combine 2 or more buildings rather than the current 5.
Allow players to combine buildings once they are expanded to level 10 or higher (this keeps it late game which is what the devs want it to be) rather than having to max a building out.
Raise the cap on maximum extension levels for ambulance and police stations so they are in line with the US game.
One thing to note about these. They are not intended to be tri service stations, I have spoken to them about adding a police expansion to the fire station like ambulance for this. These are supposed to take the place of super hubs that are becoming a thing for ambulance and police etc.
GENERAL POINT ABOUT THREAD: PLEASE PUT ALL FEEDBACK REGARDING THE “COMPLEX” STATIONS IN HERE SO I CAN EASILY ACCESS IT TO SHOW THE DEVS. I WILL PIN THIS TOPIC.
I keep asking for the maximum crew to be raised to 5 and the minimum to 3. In regard to allowing HEMS to be not reliant on a ground crew. I massively agree with this however the devs are standing firm on this and are refusing based on how HEMS works in Germany. Whilst I’d love to keep pushing it, I don’t want it to get in the way of other features etc
Should be fixed in the very near future
Its also because the OSm might not be updated so certain roads are not counted in pathfinding such as the NDR in Norwich. Unfortunately it costs a lot of money to update the system so probably wont happen
It’s not a high priority change but it’s one I’ll put down to bring up in the future
If its in the game, go to the profile tab and then click edit account, there is then a button in there to delete your account. This can not be undone
I've made changes so my island setups do not get large calls.
Larger more profitable calls are always welcome what I am asking for is a realistic call spawning system that can be set depending on settings in a station as it would make providing realistic station setups more practical. This would benefit all players.
Fact is just now calls I get do not reflect what would be realistic for area covered so I've adjusted my set up to best serve what I get.
This would be perfectly fine as can be more tailored to real life.
would happily help with working out a system as well because it would benefit all.
I do think this would help players in a lot of players, also city players to not get things like tractor fires. Im not sure when we can kickstart something like this but just know that i will be putting something together and will hopefully chat with the devs about this sometime soon. Probably wont be before the HART updates though.
So basically like how you have select X ammount of RRV's for the ARR, it will dispatch X ammount of trained personnel?
An hour is for within mainland on islands it is offen more for units to go from Mainland to Shetland takes 6+ hours.
Also as my set up has grew I get more large calls than small now so just saying oh wait an hour for it isn't really practical now is it given I would end up with a massive queue of calls waiting on specialist units, and then not generate more calls until I clear some.
I could go on about your view of how it is in real life here in Scotland but we will leave that there as you obviously do not know about the way it is here.
it could be managed more by adding in area type system like the POI system where the "POI" is a large radius point (5km say) you can place on rural areas, urban areas, industrial areas ect.
Other way could be add a station category for when building stations so you can pick a rough type for where it is located. You could easily only have 4 categories as well,
Urban for stations within cities like Glasgow, London, Manchester ect
Suburban for smaller towns that can see a mix of calls you could have all calls on this set. (This could be the standard type)
Rural for stations in small villages and communities would have mostly calls related to that area.
Industrial this would be good for those areas that have more heavy industry and chemical sites like oil refineries and that near them.
You then just give each call a main classification priority so all areas could receive any call but would get more of the calls set for that area.
If "suburban" was used as the main category type and would operate as we have now.
I had an idea before but honestly it wasnt put to the devs as i didnt want to distract them from working on the content updates as they are taking along time as is.
My idea was to have a slider in stations that at one end is urban, the other rural, depending on the calls would depend on how far that slider would be moved, there would also be a box that you can tick for industrial. This option would then be in dispatch centres as well with an option that would override the station ones in case the player doesnt want to set one for individual stations.
What do you think about this? Balancing is something i really want to do and is something i do try my best to make the game as balanced as possible when putting content forward to the devs. Its why for example we dont base anything (mission requirement wise) off London because its just not a realistic place for the UK.
I know its a buzz kill to wait but just wait if it takes an hour for Hazmat to arrive it takes and hour, I get islands having little chances for some of the larger calls but irl these calls can happen. The difference is irl in more rural and I mean rural like Scotland the key is not fire power but more education and prevention. I personally have a fully realistic set up with 5 min delays to retained stations and 1 min for full time, for me it makes the game more fun and a challenge instead of having everything arrive withing 5 min.
Please don’t double post. I believe you had made a mistake since one only contained a quote and the other your reply so I have merged them
Great idea but for some of us realistic play is impossible due to where we cover.
Any changes to add in Wholetime, RDS and Volunteer system as well as watches would need to see massive change to how calls spawn as well.
Just now I cover a huge area of Scotland with urban, suburban, rural and island communities now in the urban and suburban areas and well the current call system doesn't reflect this as I can get what would be a rural call I'm the centre of Glasgow or I'll get Firearms attacks on remote islands where that would be unlikely (I've mitigated this with use of dispatches)
I can not play with realistic units at stations due to the nature of the call system as response times for Hazmat, ICCU, ARV and other specialist units would be in excess of an hour for some locations which yes in real life happens but given those locations are extremely unlikely to need a specialist response.
So until the call spawn system is improved adding a duty system would not really benefit players.
Would it be a good addition yes, but as Caolan said it needs to be done in a way that can be easily managed I certinally wouldn't like to have to go through every station to sort it out.
How do you suggest the call system can be improved for players in the most rural locations without massively reducing the amount of calls the player can get in those areas and causing players to get jobs spawn that have no large requirements which will mean players get financially punished in these areas? I know there are several places that are like this around the U.K. (Highlands and Islands, Northumbria, Cumbria, Cornwall etc) but I don’t think there is a majority of players in these areas for the very reason of the response times.
The majority will not play in these areas and whilst I would love to see the game work for all areas and players, I can’t see a way to easily change this without breaking the majority of players who don’t play in these areas setups.
There are valid points raised about realism that in real life the response times would also be extended in these areas.
I am genuinely curious though about ideas to improve this situation so please feel free to suggest some ideas here.
So maybe the option to have it as a tag that you can create and then in the dispatch centres you can assign the tags to buildings
How would it work?
As you can do it now in a way.
One of the ways would be to set multiple different dispatch delays, so for example between 08:00 and 20:00 the vehicle can dispatch at 12 seconds, and then between 20:00 and 08:00 it will dispatch at 30 seconds.
We also had planned to add the out of service times to crew members but also add it so you can maybe select by day and week as well so you can create watches
Is the increase in station unit totals an indication that the update is imminent? I’m starting to get excited again
I wouldn’t read too much into this if I was you. It’s a change we have been pursuing for quite sometime however we wanted it to be a lot higher than what it was increased to as we wanted players to be able to replicate the largest of police and ambulance stations.
Things do seem to be running slower than normal at the moment. I’m not too sure why but I’ll keep pushing for things
Yeah my idea didn’t go down well. I’d love to see it but honestly it’s a real long shot
It’s been put up to them but it’s really not a high priority, we are just trying to get the content updates that seem to be taking a lot longer than expected