Pretty much what the title says. I'm curious because I happen to edit OSM in my free time both for fun and as a volunteer activity, and I made an edit to my local high school several months ago which showed up within minutes on OSM but has yet to show up in Missionchief. I'm assuming MC also pulls a substantial amount of data from OSM tags (the things we use to define characteristics of... pretty much anything- they define buildings as houses, etc) and I think we could have a much more realistic experience if the OSM data was updated more frequently so the tagging data was more up to date. OSM changes for the better every single day and we get a better picture of the world we live in. It's frustrating to see a commercial fire in an area that's all residential- if I'm correct and MC pulls POI data from OSM tags, that issue could become less frequent as tagging is updated to reflect the real-world situation. Sorry for the long-winded ramble- just my curiosity and my 2 cents.
Posts by FlyingTrumpetGuy
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I’d like to see that. Mechanics might have to change, but it would be interesting to see.
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Interesting concept, for sure. I’d like to see some way to make it a seasonal station- only in service during the colder months. At least the devs should include an in service/out of service switch.
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I do not believe that you will get them until you have enough stations to get the larger fire missions such as Conflagrations and Tanker Explosions. That is when they pop up for me as a follow up mission. One of the moderators or advisors can jump in there, but that is how they appear for me.
Just figured it out- read it as a unit type at first, but it's really a mission. Gotcha!
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WE already have fire investigations and now environmental impact investigations.. I think more is just too much
Haven't seen environmental impact... could you point me to where those are?
I'm fine with the devs not adding MEs/coroners but I would love to have detectives.
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Use ARR. Create your your own category with the units you want to respond. eg. Squad for the engine and HM support for the HM. Create a new ARR with the two units assigned.
This is the way. I've set all my ARRs to send a Tanker Support unit (represented by a type 2 engine) to every call that a tanker responds on.
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Mission Name: Manhunt
Credits: 5000
Time to complete: 20 minutes
POI: None
Units Required: 15 patrol cars, 2 K9 units, 1 police helicopter, 20 SWAT personnel
Max Patients: 2
Min Patients: 0
Patient Category: Trauma
Transport Probability: 50%
Prisoners: 2
Expandable Missions: Officer down, armed vehicle pursuit, fleeing suspect, barricaded subject (none of these would replace the mission but instead would be caused by it)
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Mission Name: Barricaded subject
Credits: 3000
Time to complete: 15 minutes
POI: None
Units Required: 5 patrol cars, 1 K9 unit, 12 SWAT personnel, 1 police helicopter
Max Patients: 2
Min Patients: 0
Patient Category: Trauma
Transport Probably: 50%
Prisoners: 1
Expandable Missions: Officer down, fleeing subject, armed vehicle pursuit
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Mission Name: Subject in woods
Credits: 3000
Time to complete: 15 minutes
POI: Forest
Units Required: 15 patrol cars, 2 K9 units, 16 SWAT personnel, 1 police helicopter
Max Patients: 1
Min Patients: 0
Patient Category: Trauma
Transport Probably: 50%
Prisoners: 1
Expandable Missions: none
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Never thought of it. But I do not even like the Fire Truck Crash as it makes a game out of firefighter accidents and injuries and since we kill over 100 a year in line of duty and hundreds of thousands of injuries.. it is not a game.. That is just my opinion...
Why is that mission different from any others? Almost all the missions in this game involve some sort of accident, injury, or other event that would be traumatic for the victims. Why should we ignore something that can happen and does happen- just like every other mission in the game?
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Mission Name: Large Animal Rescue
Credits: 2000
Time to complete: 10 minutes
POI: None
Units Required: 1 engine, 1 truck, 1 heavy rescue
Max Patients: 0
Min Patients: 0
Patient Category: n/a
Transport Probably: n/a
Prisoners:0
Expandable Missions: none
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Mission Name: Construction Accident
Credits: 1500
Time to complete: 5 minutes
POI: None
Units Required: 1 engine, 1 truck (40% chance of requiring)
Max Patients: 4
Min Patients: 1
Patient Category: Trauma
Transport Probably: 85%
Prisoners:0
Expandable Missions: partial building collapse
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Are you planning to expand to cover your county? The missions you receive get bigger as you build more stations.
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We really need an easy way to backfill stations. Sure, some people wouldn't use it, but personally I think it would really be helpful. Massive calls can deplete resources in a large area very quickly and response times skyrocket. Building staging areas at each location can take a long time and is less user-friendly than a self-contained backfill menu would be. I think what would work really well would be a way to tell the backfilling unit to stay at the station it's sent to until the unit normally based there returns to service at that station. This could even be implemented on a larger scale within alliances to simulate mutual-aid backfills instead of being limited to drawing from your own jurisdiction's resources. Just my 2 cents.
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Rehab has been brought up several times, if added I would like to see it be a mission time modifier rather than a required unit as not every department has dedicated rehab units.
That would be great. I would also be ok with DECON being implemented that way, but I don’t think that DECON should be a required unit in the way that heavy rescue and HAZMAT are.
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I would like to suggest two new units that related to Health and Safety.
#1 Quartermaster/Decon Unit - This unit is now becoming a normal thing in florida and other states as we address the Cancer Issue. It is the size of a Heavy Rescue unit in most cases and carries spare Protective Clothing as well as areas for decontamination of SCBA, Facepieces and other personnel while on scene.
#2 Rehab unit - A large unit that is similar to the DECON unit except it is for rehabbing of personnel
Personally I think that the DECON unit/quartermaster is less necessary since it’s not such a big thing up here in Maryland, and I can see the one DECON unit in the county being requested on multiple calls. I think a rehab would be great though.
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To answer the first question if you send a ultity and fmy car the mission /paitent will be prosessed faster
That’s what I’m looking for! Thanks!
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This is a stupid question, but here we go. Does sending additional units (utilities for fire calls, flycars for EMS) on a call increase the speed at which the mission is completed?
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Would you guys prefer to see a Designated Traffic Unit? Or a Training Course for Personnel Missions where you can assign them to any Unit?
In New Jersey I've seen Fire Police/Traffic Control ride in Engines/Trucks to Chiefs, Rescues and Utilities. Especially with Volunteer Fire Departments. Paid I'm not so sure how they do it but also with Police we could have them in Regular Patrol Units, K9's, Etc.So that way Players can decide how they want to work their Traffic Control!
And I would say if Training was the way to go I could try for a 2 Day Course. From when I went and did Fire Police School it took only Two Days for Me as one day is an Introduction and Lesson then the Next is Written and Simulation.
Thoughts?
Ideally both, I think.
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I’d love to get fire police/traffic control added to the game, the fire department I’m modeling now doesn’t have any but the next region I’ll be working on has tons. Would love to see this happen.
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you have it.....do it for each one of your apparatus
I know, I’m talking about this variable or ranged delay rather than a fixed delay.
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I would love to have this, about 50% of my jurisdiction’s fire stations are volunteer. I think if this was implemented I would actually use the delay.
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Keep in mind that airport officials would also be responding to the fire. There’s not really a point to creating such a niche unit, so the chiefs fill that role. Airport operations are insanely complex and fitting an emergency response into that environment is challenging to do safely. Keep in mind that during many (not all, but plenty) emergencies at large airports, aircraft continue to take off and land on other runways. 6 chiefs definitely seems like a lot, no doubt, but I did some quick research and my local airport, Baltimore-Washington International Airport, has 6 chief or chief-equivalent units.