Posts by Morvran


    That's mine. I cant be bothered to screenshot all the tabs, but you get the idea.

    Main Tab + General are specific units or combos for manually dispatching (does need some TLC)

    Road incidents are self explanatory, as is RNLI and ARFF.

    Then every other mission is sorted alphabetically except for major incidents (which I might move into their alphabetical categories, yet to decide that one yet) and event missions

    I've only colour coded the units, not the mission types, but I might in future.

    Its not the only one. But is there any word on when or even if these missions are going to be fixed? I put in a bug report near enough as soon as these missions were added (over a year ago), but the problems remain. You are forced to cancel all units on station and then redispatch them to enable the patients to be transported. It is extremely annoying and near enough makes me skip these missions or just turn off SARS altogether.

    I have the same problem too and also when they handover to ambulance crews they don't transfer from there either and just sit there and won't transport!

    Yeah, ive seen that too.

    EPIRB Activation (Marina) - Transport patients

    Bug report up for that as well. And that one is getting old. The issue is the Marina EPIRB mission the ambos transport to a Lifeboat station isntead of the hostipal and then they just get stuck there. They just need to change it so that the patients on that mission handle like any other instead of it being a lifeboat mission needing patients taken to drop-off point first.

    I'm getting loads of Fire in Stadium missions. So defo got the PoI. Defo got the unit requirements. But not actually seen one yet. I guess like the Nuclear power station incident missions. They are just a bit on the rarer side

    Currently, on the EPIRB mission "EPIRB Activation (Offshore) the patients dont transport/treat. Upon unit arrival you have to cancel the ILB/ALB with the patient with a replacement standing by, at which point the patient will be able to transport.

    (All ILB/ALBs have Crit care, so the missing patient requirement is not caused by that)


    1) no units canceled:


    2: 1 Unit canceled, 1 patient being treated the other not. 1 can be transported

    3: 2 units canceled, both patients now being treated.

    4: If both patients are allowed to be treated, the missions bugs again and you have to cancel to enable transport

    5: Upon cancelation and re-dispatch of units, the patient(s) can be transported

    This constant juggling act of units, makes these missions are pain to deal with en-mass and has been a persistant issue since the missions introduction.

    Whitchit what do they mean by ‘intensive care units’ we already have critical care?

    Im guessing its splitting Crit care into more sub-categories. With additions like HEMS doctors, Urgent Care Paramedics, etc. Maybe even making HART a patient requirement and not just a mission thing.

    Im also hoping that means some overhaul on hospital departments at the same time as well

    In-game, there was an option to subscribe to it under the edit account tab, however I've had a good look and I cannot seem to find it. Possibly been removed or it's a bug that it's no longer visible.

    Found it, yeah:

    User drop down > Edit Account

    It disappeared after I subscribed

    Thank you

    Where do you go to subscribe to that?

    I keep on having to use Coins to clear Patient/Prisoner Hand Off Missions because they do not transfer the patients to hospital Despite ambulances being sent and mission being completed!! It wont leve my screen until I pay 2 x coins each and ties up Ambulances which could be used in other missions! Am I doing something wrong or are others having the same issue?? It just cost me 12 coins today as I had 6 of these missions on my screen that wouldn't clear no matter what units (Ambulance/Hems/Critical Care/Coastguard Rescue/Lifeboats) I sent or how many! :cursing: It shows the Casualties Names and the Bar Is either Grey (Empty) or Fully Green It just needs to show transfer request to take to hospital, but doesn't! IS THIS A BUG?? Can it be fixed?? I am fed up of having to spend Coins when I dont have to!

    Try cancelling all units on them. exiting the window and then if the mission doesnt clear, re-dispatch ambulances.

    I have found sometimes patients get "treated" but get stuck or the patient is stuck on a different unit. If the patient is coming from a EPIRB Marina mission, then the ambulances also semi-bug out and need to always be manually canceled. There is a bug report for that done. but no fix as of yet

    Also as Michaelje said. Missions auto clear, with no penalty if they have been active longer than 24 hours at 4am (GMT). So that is always an alternative, you can just recover your ILB/ALBs and leave the mission in your stack for 24-48 hours and it will just disappear.

    Concept proposal to make Mass Casualty incidents easier to manage/more realistic.


    The idea is simple. When an Ambulance Officer automatically sends an Ambulances to a hospital with a patient, if there are outstanding patients on that mission, Then the Ambulance Officer "recalls" that Ambulance back to the mission after it has successfully transported the patient. Either to treat another patient or transport another Patient. Reducing the need to dispatch large numbers of ambulances to a call or to manually re-dispatch more ambulances down the line.

    I would propose adding this as an option alongside the other Ambulance officer settings. Something like "Recall ambulances when there are outstanding patients"

    This would mean you could clear Mass Cassualty events with fewer resources. Making unit management and clearing of a large numbers of calls a little easier, as you dont need quite as many Ambulances on each mass cass mission.

    So i've been noticing recently, that the task and the rewards that are associated with them are bit out of whack at times. For example:


    Which is 18 expansions for only 60k reward. Now if I only did T1 upgrades (10k each) then I need to spend 180k. Which doesnt sound so bad, If its T2 upgrades (50k each) then thats 900k. At which point it starts to loose balance and then if its T3+ (100k) each). Well now thats 1.8m credits and that amount seems almost insultingly low. But at least it does have that T1 options (if you were willing build that many builds to get it.

    But there are worse/better examples.

    Had one today for "Build 5x Police Stations" reward 90k. A small Police Station for me costs 750k, each So that was 4.25 m credits for a 90k reward.

    Now I will still do these events .I use them as a way to gate keep how rapidly I expand and for the free weekly coins. But still. Can the rewrads at least partially reflect the cost? For the police one, why could it not be 25%-50% of the current build cost for a small police station? So for me currently at approx 750k. it would reward more like 300k? Would that really be that bad?

    The tasks get harder as you get bigger, but the rewards feel like they only get smaller and smaller and it is a real shame at times. So can we get scaling rewards as we scale as players, to continue to give meaningful value to the tasks?