Posts by renalmedic

    No, this example specifically is worth mentioning - firearms officers will not count towards the required firearms personnel unless in one of the firearms specific vehicles, ARV, armed traffic car, MRAV, Firearms Personnel Carrier, Armed Cell Van

    You'll only really have this problem if you play (too!) realistic. Say I have a fire officer that I want to be either a hazmat advisor & a silver commander, I don't want it turning out to a fireplace fire.

    Considering there are players under the age of 18 that play this game, its a good decision to not include this in the game.
    But also if this was in the game and realism was the goal, ambulances don't transport deceased persons from incidents like vehicle accidents, etc. The contracted undertaker is does the transport. The only time an ambulance will transport a deceased person is if they are in a public place such as a shopping centre (as long as it isn't due to criminal acts) or a child. That's what we do in NSW anyway.

    In the UK bodies from vehicle accidents are conveyed to the mortuary by ambulance as they are in a public place.

    The only exceptions I can think of are the _big_ major incidents with lots of fatalities and the ones where recovery of the body isn't practicable on scene.

    With the way the game is coded, staff can only count as one type (which i think is very silly design, as you can have Public Order SGTs irl but yeah), your best off training the SGTs, Inspectors and Medics without Public Order as the game will often count one of them as public order, even if there is sufficient public order officers without them.

    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...

    NameMental Health RRV
    Service-Ambulance
    Purpose-Attend and assist / deal with MH related incs
    Cost-5,000
    How many personnel are required2
    Training-None / MH Nurse
    Building expansionNone
    Number of Prisoner/Patient slots1

    There was some very negative feedback the last time the developers tried to implement MH into the game. They are not keen to do that again.

    For example in West Yorkshire there are serious burns go to Pinderfields Hospital as the regional burns centre, Leeds General Infirmary is the major trauma centre and where serious heart issues will be taken, Calderdale Royal Hospital is the regional stroke centre.

    Thanks for your thoughts.

    Interestingly, it's Yorkshire where this all caught up with me, I made LGI a large hospital and then major so that I could have the MTC. But have now run out of large hospital allocation and am unable to make Calderdale a large hospital to then progres to stroke centre.

    Would you make LGI the stroke centre? Would you have no stroke centre? I presume you wouldn' build three hospitals in Timbuktu just so that you could expand Calderdale? ^^

    One hospital can be upgraded to a large hospital for every 3 hospitals you own.

    I'm trying to play realistically. Realistically, there's almost no hospital that doesn't have a paeds ED capacity, an intensive care unit or maternity services (depending on how rapidly the CQC close them down). In trying to replicate this, I've rapidly run out of large hospital allowance.

    Are there any cons to building several hundred hospitals on, say, Antarctica to increase the number of large hospitals I can have?

    These are good ideas, but, would Airfield Ops be a useful addition to the airside incidents?

    I suspect crewing will remain at 2 persons for the vehicle and there may be more use of the crew carriers - perhaps this could be reflected in the game as a requirement for a minimum of 4 HART personnel at incidents requiring both the PRV & SRV, and 8 required at incidents requiring 2 of each.

    Realistically, most HART jobs are either attended by 1 (on a primary), 3 (in a pod) or 6 operatives. Each team only has 6 on duty (although staffing has always been a problem).

    HART is hard to model in a game like MC; realistically, they'd be sending 3 people to each persons reported fire and 6 to all the height, hazmat and water jobs and something to all the bus and multi-cas jobs. But, by virtue of it being a game those jobs are massively over-represented.

    The new HART fleet are starting to roll out in England & Wales.

    Each team will have five Incident Response Units, on MAN chassis with a box body functionally similar to the secondaries and replacing both them and the primaries.

    There's an additional Hilux for each team, also badged as an IRU which isn't a PRV and is supposed to be used to provide off-road capability in addition to the Polaris.

    I don't know if anyone has quite decided how they'll be deployed (with the old units, a team would be typically split into two pods with a primary & secondary each).

    Is it too much to hope the devs are going to update the HART mechanic in the game?

    In a lifeboat station, go to 'Set Mission Spawn Area'. Previously there was a map where you could set a radius in which missions would spawn. Now, there's buttons for 'Mission Area 1' through 5 where you appear able to designate five different circular areas in which missions can spawn.

    Not tested it though.

    I quite like the idea, I use BTP quite extensively in my set up.

    But I'm not *entirely* sure why it needs to be an extension in itself. It could just be a new unit(s) and missions within the existing game structure.