Posts by TACRfan

    That’s way too much. I want to go through and re do all the requirements of the HART missions as they added them in a really strange way with way too many variations in pay, requirement etc. honestly I fear it’s too far gone to change to a more suitable way.


    It’s just having the time to do it

    The idea of a radio mast type building with no vehicles or increase to mission total is fantastic, and I was wondering whether you had considered or put forward the idea of different sized radius' for different prices, and a premium feature to be able to adjust the size of each one manually? For example, Small costing 5k Credits, having a 5 mile range from the mast. Medium having a 10 mile range and being 10k Credits, and large having a 15 mile range and being 15k Credits etc, then a premium / coin paid one that can get up to 20 miles for 5 coins?


    Another question: Could the masts be assigned to multiple dispatch centres? I have centres for each service so I don't want to have to build 3 masts for each coverage area Ideally :)

    They were going to have a slider that went from minimum range (same as a normal station) up to 15 miles.


    I brought up assigning all buildings to multiple dispatch centres to them

    Can we increase or get rid of the station radius, my reasoning is and this is a suggestion but my reasoning is I have POIs and other things set up but they don’t get used because the radius doesn’t reach them. We have a ton of Forest and water systems but no stations close by like the game currently requires in fact we have three stations which in game barely covers half the area my real life stations cover (for fire (but could be included for all)). Yes I did do a station and radius analysis before I said that for my area I literally had to make some random stations to make some of the POIs and areas work. I am glad I don’t get as many random calls in the middle of a road in the city, still getting some but not as much but that’s a different thing, my suggestion increase, improve, or get rid of station radius for POIs.

    I wont be including this in the pack as its already with the devs but a solution i came up with is something called a range booster (Maybe it could have a more fitting name for the game like radio mast). These would be like a dispatch centre and free to build (with no limit) and would spawn calls around them depending on the stations assigned to the dispatch centre and what POI's are within its range. They also wouldnt count as additional stations nor would you be able to buy units at them.

    I think this is a good start - Hopefully over time more and more can be added (obviously resources depending!), but it's nice to see something being taken on board.

    Although, I am disappointed about EMS standdown fix not being included, since it is a premium perk.

    Also - Since staging area improvements are included, is the following also to be fixed: Sending large amounts of units to a staging area results in a large portion being unable to be sent to missions from the staging area.


    EMS Standown, I will continue to peruse this as I agree it’s unacceptable being a premium feature.


    The staging area issue is something that has been looked into several times and no one is ever sure what it is. Previous dev and new devs have looked and can’t find the issue.


    Just wondering if we have any time lines for any of these being introduced to the game.

    Look forward to seeing some of these changes.

    I think it makes the game interesting when new updates come out .

    Please keep up the hard work to all involved.


    No timeline I’m afraid. This has been really my only focus with the game at the moment is trying to get this content pack pushed through, haven’t really been focusing on anything else.

    Hello all.


    Here is the list of changes that we want to see added to the games that I took to the devs.


    Add standby points
    Allow Vehicles to be attached to another
    Add station cover system
    Allow buildings to be part of multiple dispatch centres
    Change the service times from hour intervals to 15 minutue intervals
    Add timers to individual crew (a bit like vehicle dispatch delays)
    Add out of service times for crew
    Add specific days to out of service times for crew and vehicles
    Allow the player to add rank tags to crew
    Add times to vehicle delays a bit like out of service times
    Allow crew members to be assigned to secondary vehicles
    Improve Education Systems
    Fix EMS standown
    Optional vehicle maintanence period
    Add vehicle and building sales
    Add a notes section to buildings so players can pin a note to a building
    Add a map note function
    Timing on weekly alliance missions should be changed from 1 every 24hours to 1 every 23 hours. And alliance events should be 1 every 6 days rather than 1 every 7 days
    Increase the ammount of timed missions players can generate
    Add a dispatch random patrol vehicle feature when assigning vehicles to patrol routes
    Players would be able to establish a patrol schedule which would automatically send a number of patrol vehicles from a selected station out onto selected routes.
    Players would be able to set the mission speed time for different services
    Allow players to create 4 staging areas
    Make police aviation 6 days rather than 7 dayrs
    Add incrememnts next to the set max crewing for automatic recruitment


    This is the devs response



    There are a few thing we want to do rather soon, others might be more difficult. What we are working on right now is:


    Increasing the number of staging areas a player can have at the same time to 4 (for premium to 8). The came from your idea of standby points, which is pretty similar to staging areas.

    Increasing the number of timed missions a player can have.

    Allowing service times to be set to times with hour, minute, and weekday.

    Option to attach a note to a building.

    Make it possible to delete staging areas.


    We are also looking at more things you suggested. We won’t be able to do all the things, especially where it comes to have individual settings for crew members. We don’t want end up with performance issues. If we had all these settings they’d have to be checked for each one individually each time there is a call for a mission. This would mean an enormous increase in the calculations needed.




    As I have said from the start, this is a community pack based on your suggestions and I will be as open as possible with you all the whole way through. I have re opened the thread so that you can discuss.

    I will put this out there as a warning to all forum members.


    If you are making graphics and release them publicly, please make sure you credit accordingly and have the correct permissions to release them.


    If you think one of your graphics has been used in a manner that you aren’t happy with or without your permission and you want it taken down, you message one of the moderators or an admin. You do NOT start an argument and start issuing threats in a public thread and no matter who you are, or if your right or wrong action will be taken against you as your are in breach of forum rules.

    Just to give everyone a heads up, I have submitted up the list compiled from several various suggestions to the devs and they are reviewing them. I have highlighted the point that players have been wanting to see these things for years and want them over a content pack for the next update

    I don’t know but it may also be the case that they are working on the coastguard update. So got a small one today. Which will be interesting when it comes out and bring another variety of calls when that comes out.

    The devs are not working on a coastguard update. This is pure speculation.



    We want to push through the gameplay changes before any new content.



    To increase the variety of medical missions we are going to have to start breaking down individual calls and making them more patient specific. If we don’t do this then we will run out of medical missions very quickly

    GP Is not the closest thing to BAISICS. The HEMS requirement was changed to a critical care requirement that allows the play to send either the helicopter or a car. If you train the occupant of a car in CC, it will meet the requirement and accompany and ambulance with a critical patient to hospital

    I completely glossed over it costing that much. Was supposed to be the same as fires when added. Shows I haven’t bought one for my setup yet haha. I’ll see what I can do

    On the topic of not getting players overwhelmed with critical care. How come the firearm ATtacks (both) and the Building collapse have 100% CC rate so every single paitent needs it even if transport isnt even necessary. I know this probably isnt your fault but it seems a bit extreme for every paitent to need it.

    It’s because the system in game doesn’t allow for individual patients having a CC requirement. It’s all or nothing. It’s something that I’d like to get changed but it’s the way it is. Statistically speaking gun shot wounds and injuries sustained in a structural collapse are much more likely to require CC and a CC response would usually be assigned as standard.

    As has been said, ambulance is currently the only service that has a full bronze, silver and gold command structure.


    OTL Bronze

    Officer Silver

    Command Unit Gold


    Ultimately Gold would only go to the scene of the largest of major incidents and most Gold work is done inside the major incident room back at control.


    Ambulance command units don’t auto transport Currently but if players wanted to see this I could ask. It would mean that I would probably have to bump up the price of the unit though.


    Several ambulance services no longer have a major command vehicle which is why it’s more of an additional unit rather than giving it a higher purpose.

    If we made every job into a panic button call, you can imagine how many will spawn in game. Often it’s the case where there are too many panic button calls already. Unfortunately we have no way of stopping this apart from limiting the calls it can spawn from.


    As for critical care, it’s similar to the point where we don’t want players to be overwhelmed with calls requiring a higher level of care as HEMS is an expensive thing in game and is limited (yes we now have BASICS but I am going off HEMS for this)

    No a huge amount.


    So these were developed primarily for the US game so that you could have wildland specific stations. Because it’s an optional feature they decided to roll it out to multiple versions.


    It allows the player to designate a station with a specific speciality meaning that only missions with requirements for that speciality (think public order missions) will only spawn around that specific station.


    As to why it’s new buildings only, I don’t have an answer for that