Posts by Morvran
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I wanted to create a thread for calls that unlock way too early and/or have wierd unlock requirements.
To start with "Fired Employee Spills Cleaning Chemicals". This mission requires police cars but only requires 1x Fire station and 1x Ambulance station to spawn. No police stations required. It is entirely possible for this mission to spawn for someone without police cars (also this call appears to override the 11 fire stations needed for Hazmat to start spawning too, but that is a seperate issue)So the solution to fix this call specifically would be to add a police station requirement to the list and/or add a seperate version that doesnt require police for the current 1x fire station and 1x ambulance station version
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Appears to be up and running again. Fantastic job for the quick resolution devs, much appreciated.
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Or extensions as a whole!
Yeah, just what I was gunna say, the ability to undo extensions would be great, especially for the small stations limited to just one.
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Having finally gotten round to MRT deployment, I dont understand why it was a seperate building and not an extension + Specialization for SAR HQs.
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So its been what a year? 2 years? Since Search and Rescue HQs were added and the only missions we've seen added at all is the 2x missions added as part of the train rescue update. So that brings us up to a grand total of 2 native missions, 2 timed missions and 2 cross discipline missions. Is there any plans to actually add more dedicated SAR calls anytime soon?
And going beyond that, what about more Coastguard, Lifeboat or MRT calls? Every week we get 1-2 new missions, we just got 2 for the Christmas event, but have we ever gotten a new SAR call on a Monday? Perhaps its worth making 1/4 new calls SARs, at least for a few months, finally give SARs the attention it needs, there is LOADS of units, but just no mission diversity.
Alternatively, could SAR HQs and MRTs just be combined into a single building with an MRT Extension and specialization instead. With units being usable for both types of calls interchangably?
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GP Buildings do they generate calls (I've built some local ones but not activated them)
They do, but the same missions can be generated by Urgent treatment centre extension or Ambo Station extension. I personally opted for the UTCs at the moment as I didnt really want to deploy all those GP surgerys
The new education and new vehicles, I will need to do a lot of training of staff to get people qualified. Is there any downfalls here where I get a set number of staff I then get the calls for them or can I train then once everyone is trained add in the vehicles.
The missions only spawn from the building or extensions, so they can be disabled to prevent the missions from spawning. I didnt hit any issues during deployment. Only word of caution is that a lot of the midwife missions need 2x midwife units which is a really annoying bottleneck at times
Transports, I am not getting any patinet transports from clinics.
I have no idea for this. I have a large set up as you know, but I only get about 10, I have no idea how it works.
Has HEMS been fixed or does activating it get us the old issue of almost every call needing a HEMS response.
Nope. Still not "needed" for anything. I just dispatch them for fun sometimes
Police Service, it looks almost the same as when I left. Is there anything majorly different here. I am still going through making sure I have everything in place as public order is still a mess but it's improving.
Only relatively recent addition beyond the train stuff is drones I think. Which can sub for NPAS.
Fire service, that looks more or less the same and nothing new.
Yeah, I dont think that has changed recently except for the rural/urban specializations
Drones I know these were added when I was playing but I have never really looked into using them yet. I see Police, Fire and SAR has them (not noticed any in the Medical side) are they worth getting? do they have any stand alone calls? I was using Police Helis to cover.
I have yet to find the need for them as I have quite decent NPAS coverage, I guess they are just a cheaper way to cover those calls for newer players for the most part, but I can see them also being handy if there is a bottleneck, but missions needing NPAS are quite rare at the moment.
SAR Vehicles I kinda left the game just as I started activating SAR. I have totally forgotten what each vehicle and trailer is and if there are any cross overs where one vehicle does both and if there is any links to other services.
I dont think so unfortunately. I think the Personal SAR vehicle in HRLs has a bit of an overlap, but overall it seems to be entirely seperate which is kinda a shame. Makes it very annoying to manage ARRs, as its easy to select the wrong unit. Kinda wish they do an overhaul at some point
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Unfortunately this has been a long standing issue hence why Lifeboat stations were given the mission spawn areas to stop them generating on land.
The game can not distinguish between land/sea, the DEVs have tried but not joy.
Missions will still spawn on ferry routes as mentioned above.
The point of smaller spawn areas near the coast and larger areas in land would be the best fix, not ideal I know.
ChiefBoden61 Please be mindful when commenting on the UK thread of differences between US/UK
Then perhaps adding spawn areas as exists in the US version would be the best stopgap solution
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As it currently stands, the displayed size of the vehicles is massive when fully zoomed out, making it impossible to really see what is going on with a large scale set up.
1) add setting to allow the player to adjust the size of the vehicles displayed on the map
2) add a setting so that the size of the vehicle scales when you zoom, the more you zoom out, the smaller the unit size is displayed.
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As it currently stands, the rewards given for certain tasks are disproportionate to the costs involved, making their incentive minimal at best and insulting at worst.
Specifically this task:
Build 5x Fire Stations and get 100k credits. The issue, due to the increased costs for building fire stations, to complete this task buying small fire stations would cost me in the region of 4.1 million credits. The task would "refund" me less 1/40 of the cost required to complete it
and their cost only increases as I continue to buy more. Equivalent tasks for Ambulance stations are far more reasonable as they cost only 100k each and so completing this task for them is the same as buying 4 and getting 1 free.
My proposal, increase the reward given from this task to roughly match the purchase cost of 1x small fire station and have it increase based upon expansion. That way this remains consistant in that I buy 4 and get 5th for free.And its not the only task that needs a review. Likewise:
Now thankfully these can double up, which makes the rewards okay, but individually I would spend somewhere in the region of 1 million credits to complete, but only get approx 1/20th of that back, so Id propose increasing their rewards to about 100k each, which is the average cost of an expansion.
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Is there plans to add railway specialization to the police stations like we have for PO and airfield policing?
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As it currently stands, you will often need to select the "vehicle display limited! load missing!" button when dispatching with large scale set ups (Especially if maintain a semi-realistic setup). Sometimes it will need to be pressed multiple times.
The suggestion I have is fairly simple. Allow this limit / range to be configurable. Allow the player to choose how many they want to load from the start, as to avoid the need to expand this limit multiple times. -
Looks to be operating correctly to me
The restriction is 3 out of 5 Fire StationsThis mission requires personnel you do not yet have, so you now require them
Except in the fire station itself it lists the requirement has needing FOs after 6 stations, not 3.
Surely that should override everything else?As an aside
I have a template for a Fire Station, based on the number of vehicle doors the building has in real life
One door - Fire Officer, Water Ladder, CARP
Two door - Water Ladder, RSU
This gets round the smaller missions where either a Fire Officer or Aerial vehicle is requiredMy default is normally 1x FO on every station and has worked well for me on the other 100? fire stations, but for this little nugget isolated from my main AO, I was hoping this dispatch centre setting would prevent missions from spawning requiring excessive amounts of specialised units from spawning at these stations.
Station says FOs only needed after 6, this small AO only has 5. But one has spawned.... Something is not right somewhere -
I recently decided to try to use the "coverage area" setting in the Dispatch centre for handling islands of the coast of the UK. Specically in this case the Isle of Scilly.
The area has 5x Fire Stations and all of them are assigned to the dispatch centre which has the "create your own coverage area" setting enabled. This should mean that no mission can spawn that require a speciality unit requiring 6 more stations if im understand this setting correctly. In this instance, Fire Offciers which are stated to be required once of you have built 6 stations. However, a mission requiring FOs has been spawned by one of these stations
So either this dispatch centre setting doesnt override stations else where or it is not functioning correctly or this mission should unlock after 6 fire stations not 3.
Buying FOs is little more than a minor inconvenience at this time, but if missions start spawning that require more speciality units, it could be a major issue and defeat the entire point of this setting
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It's on the UK version too
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Yep, seems to be working now, if anything might be smoother than before