Posts by Gooochy

    The recently added mission "Multi Agency Training Exercise (Small)" requires both fire units, and ambulance units to complete, but the requirements are only 1x fire station. This means this mission can routinely spawn for players that dont have any ambulance stations, and therefore no ambulances or OTLs required for it.

    Suggestion for fix:

    Change station requirement from 1x Fire station to 1x Fire station and 1x Ambulance station.

    I think 6x Fire and 6x Ambulance would be more appropriate as OTLs and Fire Officers are required from 6 stations!


    The extension isn't meant to say that the ambulance station has a GP Surgery attached, it's to give it the vehicles that would otherwise be there. (As some BASIC's schemes do run from the Ambulance Stations along with SP's)

    I know that lol



    But 'HCP Admission From GP Surgery' would make no sense spawning anywhere but a GP Surgery. Though it could potentially be worth changing to a POI based spawn but then locked with requiring a GP surgery or Extension.

    Ahh I assumed it was an admission from a GP (a doctor), not a building itself, makes more sense i guess

    If these are swapped then the GP Surgery (building) would not spawn any missions

    I mean why not let all of them be spawned by both? Missions can be tagged as more then one type, I just dont see the point of locking them to the GP surgeries as in my opinion it just reduces the pool of possible missions for myself, weakening the utility of these missions/UC as a whole ingame

    While based on my title this may make sense, In-game it doesn't. For my local trust UCPP are based at MRCs, SO I make use of the "GP extension" for them, and have Midwives in HRLs. However, with the way these two missions are setup, they only spawn around GP surgeries, and not the extension (or any other ambulance station for that matter). It means these missions not only spawn in far more restricted locations, but in my setup can't spawn at all.

    (green being missions that can spawn)

    for reference i have 10 GP extensions


    Would like to see them changed to be "Ambulance Missions", and spawn around ambulance stations, consistent with all other Urgent Care calls ingame!

    Personally I'd also like to see the Custom Mission Spawn Radius (like on Mountain Rescue + Lifeboats) added to SAR HQs. Right now they spawn missions in a very very limited radius. For my local SAR teams, they're based at a Large Police Complex, in an Urban Area (to reduce costs), and will cover the entire county, its very limited and I find calls spawning in Urban Areas, more often then not. While I appreciate there is no advisors for this, I think this is a small QoL improvement to help make the LSAR more usable in the interim


    Additionally I've had issues with the High Risk Missing Person (Coastal) call, where when all units (listed) are on scene the game will call for "any seagoing vessel", despite this not being listed anywhere. I'd like to either see this removed or having the ILB/ALB requirements added to the call.
    Also is the RSU (fire service) intentional ? Seems a bit random imo.

    For missions were ambos and coastguard helicopters can be sent, the Helicopters are dispatched in place of ambos within ARRs especially frustrating with tranfer missions paitent missions. Very minor I know but thoughtid mention it.



    Id like more use for Inland Water Rescue (both from RNLI and FRS), aswell as beach lifeguards having calls to attend. Right now water rescue feels tied mostly to ILB and ALB and leaves inland rescue feeling very lacking imo

    Ref mounted units I agree it’s unrealistic they are required for non-pre-planned missions. I’ll look into adding new variants which are more spontaneous and look to switch the existing ones to timed missions if possible. I don’t see the need to complicate things with extensions acting as an on-off switch.

    Would love this, could allow me to simulate mutual aid from surrounding forces, such as Thames valley or Met Pol with the additional time to attend!


    Staff at incidents shouldn’t be filling more than one role where those roles actively conflict. A PSU commander cannot operate their primary role from the front line. A medic similarly cannot do this.

    Ahh I was under the impression that SGTs on PSUs would fufill the roll of frontline-role, and then would also command their 8 officers, but I suppose this makes sense!




    I will review staffing requirements of the PSU missions to reflect PSU Serial staffing taking into account Sgts & Inspectors as additional persons.


    Would love multiples of 8 instead, to account for them!, Aswell as L1 counting as L2.

    Many thanks!

    I'd like to see somewhat minor improvements made to Public Order Policing to make the entire thing more enjoyable, and easier to manage

    My first critique is mounted units (horses) being required at incidents, despite not all forces having them, so if an incident isnt a pre-planned event (thus having no mutual aid available within short timeframes) generally you have to make do without mounted support. In the game, this is forced upon me, despite the 3 forces I cover having no Mounted Units, Leaving me to Add them "Unrealistically", such as at dedicated kennels, tactical bases etc

    To remedy this i'd like to suggest a new "extension" for mounted units - using a US's servers addition as sort of a base. Where "wildland MMCs" where retro-actively added to the forestry expansion after the update released. This added an additional extension, which required the existing one - provided instantly and free of charge, simply acting as an "on/off" switch for the new unit. I feel something similar could be done with Mounted Units where you could enable the Mounted Units, as variations of Public Order Missions paying an increased pay out of maybe a few thousand for those who choose to use the horses, but doesn't disadvantage those without it.


    Furthermore I find the fact staff can only fulfil one role quite cumbersome, and very frustrating when trying to make realistic PSUs, where Sergeants/Medics/Inspectors also serve as L1/L2 Officers. Meaning on calls generally you will need an extra PSU or 2 PSUs,, simply because the game isnt counting officers correctly. While I appreciate that there could be issues with people training staff in everything, and potentially abusing it.

    So i'd like to suggest staff being able to count as two trainings, more inline with other parts of policing such as the "Armed Traffic Car". Aswell as allowing L1 PSU staff to count as L2, as in real life L1s are trained to a much higher standard then L2 officers.

    L2 + SGT
    L1 + INSP
    L1 + Medic
    Railway + SGT etc etc

    These (somewhat) small additions could be tucked into a future Police CP as smaller QoL improvements.

    This is because they're handled differently. Dogs + RPU use vehicle requirements, so its not an issue. and AFOs despite looking like staff, they use a diff system and are more treated akin to vehicles (as they require firearms specific cars)

    Public Order + Railway Policing use full staff requirements, and thus cannot be dual roled, but the overlap is less severe with railways. Very inconsistant design imo

    I want to be either a hazmat advisor & a silver commander, I don't want it turning out to a fireplace fire.

    Wowwww, you play super realistic, for me I utilise fleet lists and get accurate Fire + Amb Cover but in my game a fire officers a fire officer lol , Police I guesstimate resources based on station size, region served and some other things, as they dont give out resource allocation. For Coastguard/RNLI just make it up as I go lol

    I quite like the concept - an officer can't be silver or a sector bronze and be in the line at the same time!


    The implementation OTOH...

    Well the missions are not made to accommodate that though, they're all in nines, so a call requiring 18 L2 and 1 SGT requires 3 PSU carriers, as the staff cannot count as both. Even worse with Police Medics and INSP.. I could make a whole topic sharing my frustrations with Public Order...

    Personally I only build hospitals with an ED/A&E - Community Hospitals, UTCs, Minor Injury Units and such are not simulated as generally crews do not transport here. GP surgeries I dont bother with any.

    Though I have one exception to this as there is a "UTC" in my area which hasn't got an ED, but has got the regions only stroke centre, childrens, critical care, local trauma and more (due to plans to build an A&E on site being scrapped, but supporting infastructure kept in case of future plans to build an ED again). So ambulances can transport here for those specialist services

    Personally as a baseline I build all hospitals with: General Internal (I imagine this as just a Basic ED/A&E expansion and General Surgery, then I build the rest as in real life with exception of gynaecology and urology, i just feel they arent used enough in game, nor make sense from an emergency standpoint - generally these are accessed from referrals from GPs/EDs.

    Traumatology I simply use local trauma units such as "Trauma and Orthopaedic" or "Major Trauma Service" - not to be confused with "Major Trauma Centres".

    PPCI, you're correct with the abbreivation, very few hospitals are equiped to deal with this, I find its alot harder to find info on, however I was able to find a PDF, of regional cover with PPCI centres and just placed them there (though i couldnt find anything on trusts website)

    Major Trauma Centres are extremely specialist facilities and there are only about 25-30 in england Wiki has all hospitals with this facility mentioned!

    I don't mind some specialist stuff being locked behind "large hospitals" like MTC, Stroke, PPCI but things like Maternity and Childrens being locked is very very frustrating as these are standard at most (not all) hospitals.. spamming hospitals is slowly killing me...

    I don't think a name change is required as I feel generally childrens is used from a public-facing standpoint as it is more widely understood then "Paediatrics"

    All missions should have a percentage chance for a prisoner but never guaranteed as offenders are simply not always caught at the scene.

    I have however advocated for the Illegal House Party to be removed. There is no such thing in the UK generally speaking. It's a US-ported mission and I cannot stand the Devs treating the UK & US as one and the same.

    These missions have no % chance, you can see if a mission has prisoners like paitents, shown below is the Panic Button vs Shoplifiting


    though I do agree about the illegal house party call, thought it was strange

    At first I noticed some calls like panic button activation have no prisoners, which I thought was strange considering chances are they've assaulted officers, plus the missions they upgrade from have prisoners, so it got me thing about other calls that have no prisoners which i think should be added, So I've made a list, with links.:

    Theft of Motor Vehicle (1-4)
    Panic Button Activation (1-3)
    Illegal House Party (1-5)
    Knife Point Robbery of a Person (1)
    Threat of Arson (1)

    feel free to add any you've think ive missed :)

    Honestly the ambulance extention is quite poor imo too. Only has the DCA and RRV (so things like OTL are excluded). Personally I just build several stations on one site. Also, as mjkerr pointed out it becomes complex with extentions (aswell as capacitity!) so i'd recommmend just building a police station on site