Posts by Epsilon

    Just because a vehicle has a certain number of seats doesn't mean anything. I know companies that run 8 seat engines but only run 4 regularly on them

    My post was saying to change the MAX amount of people you can put in a vehicle. if you want to put 4 then put 4 even if the max is 6. But the max for a ladder truck should be 6, the max for a heavy rescue should be 6, etc...

    I know this has been brought up before, primarily in regards to platform trucks only have 3 people, but I think that it extends to other vehicle types as well. This is a comprehensive list of every vehicle type that I think should have different manpower, please let me know what you think and if anything should be different

    FIRE:

    • Type 2 Fire Engine, currently 3 max - change to 4 max. Type 2s are typically 4 seaters, very very few are 3 seaters.
    • Type 6 Engine, currently 2 max - change to 4 max. Type 6s are typically 4 seaters.
    • Foam Tender, currently 2 min - change to 1 min. Why is foam tender minimum of 2 but water tanker is minimum of 1, change either one to fit the other.
    • Platform Truck, currently 3 max - change to 6 max. Per NFPA 1710, 4 members are required to meet the standard for engines and ladders. Most trucks are designed with 6 seats.
    • Heavy Rescue Vehicle, currently 4 max - change to 6 max. Many walk-in rescues can seat 6 or more. Many custom cab rescues can seat 6.
    • Hazmat, currently 6 max - change to 2 min, keep 6 max. There would never be a hazmat team entering a hot zone with 1 member, change to 2.

    EMS

    • BLS Ambulance, currently 2 max - change to 3 max. Plenty of BLS ambulances roll with 3, either 2 EMT-Bs and an EMR driver or 3 EMT-Bs.
    • Critical Care Transport Unit, currently 2 min - change to 4 min. Typically have a paramedic, a physician, a critical care paramedic, and a critical care nurse or a doctor on board.

    I think police is fine for the most part. Although I would like to see police stations be built with 5 people instead of 2, same thing with EMS stations.

    I think it would be interesting to explore the possibility of alarms of fire for certain calls and special signals being generated automatically without necessarily generating a mission expansion.

    To be clear, this addition would NOT change mission expansion at all, keep that the same. So before you say "well we already have mission expansion", this does not change it at all, merely adds another layer to the game.

    1.) Alarms of Fire

    With the current setup, ARRs are limited. I primarily use them to dispatch the closest of a particular unit so I don't have to scroll through hundreds of units to find the one I'm looking for. (Mission requires an air supply unit? Click the ARR that says air supply and it selects the closest one. I have far too many missions to create ARRs for specific missions.)

    So, to make ARRs more useful, and to give the player more options to customize their district how they'd like or to what is realistic, allow users to define alarms of fire to their own requirements. This should only change mission payout on a linear scale, not based on how many units are assigned to the call. This is to prevent people from creating a huge first alarm assignment to complete a mission quicker and get a larger payout because they sent a lot of resources to XYZ alarm. The same way that missions can expand they should be able to go to more alarms for a particular mission assignment. Use this to replace some of the small, medium, large, and major missions. Other missions like "major earthquake" or "flooding (major)" don't necessarily need their own alarm of fire progression, but "High Rise Fire" or "Hotel Fire" for example could use this alarm progression system.

    To set this up: When a player goes into their ARR setup menu, it asks them to select resources to be added to each alarm of fire. The table could look like this depending on how the player sets their alarm assignments up:

    1st Alarm Assignment2nd Alarm Assignment3rd Alarm Assignment4th Alarm Assignment5 Alarms and Greater
    3 Engines, 2 Ladders, 1 Battalion Chief, 1 Heavy Rescue6 Engines, 3 Ladders, 1 Battalion Chief, 1 Tanker9 Engines, 4 Ladders, 1 MCV, 1 Heavy Rescue, 1 Mobile Air, 1 Tanker12 Engines, 6 Ladders, 2 Battalion Chiefs, 1 MCV, 1 Mobile Air, 1 Tanker

    15 Engines, 8 ladders, 3 Battalion Chiefs, 1 MCV.

    Subsequent alarms add 4 Engines, 2 Ladders

    This is an example of how alarm assignments could be setup. Assume we are using the "Residential Fire" mission as a base for this.

    With this system, when a mission is generated and resources arrive on scene, the mission has a chance of upgrading in alarms. A mission is started "0" alarms, just requiring what the originally required units are, in this case, 3 Engines, 1 Ladder, 1 Battalion Chief. When the mission upgrades (say a 10% chance for example), a 1st alarm assignment is requested. The mission would upgrade and read "1st ALARM - Residential Fire", the mission would require whatever the player chooses as their assignment, in this case, it would then require an additional 3 Engines, 2 Ladders, 1 Battalion Chief, 1 Heavy Rescue. If the mission upgrades to a 2nd Alarm (say 10% chance again, so 1% chance of a mission upgrading twice), an additional 6 Engines, 3 Ladders, 1 Battalion Chief, 1 Tanker would be required to complete the mission. Each alarm would come with a payout in a percent increase of the original mission reward. Call it 10% for a 1st alarm, 15% for a 2nd, 20% for a 3rd, 25% for 4th, 30% for 5th, and add 5 for each subsequent alarm.

    This setup allows for a more realistic and custom gameplay experience based on where people have their district setup. Many places have different alarm assignments, which is why it should be user selectable.

    2.) Special Signals

    In the real world, a special signal is when command requests a specific unit to the scene for whatever reason. Say there is a commercial fire and it turns out to be a paint store that has a large volume of hazardous materials, command would likely request a hazmat and a and decon team to the scene (where I am at least). In the same way that alarm assignments have a table, create a table for each mission that has a select few units that have a percentage of being requested.

    This is how the table could look for the mission "Residential Fire":

    Unit to be requestedPercent Chance the unit is requested
    Mobile Air10%
    Hazmat5%
    MCV5%
    Heavy Rescue20%

    This is only an example, and can be changed or modified (not by the user). This would not be a mission expansion, like Unknown Structure Fire turning into a Burning Transformer for example. This would be one mission that adds a single or multiple units that would be related to the mission. So a SWAT unit wouldn't be on the special signal list for a Commercial Fire, but a Hazmat truck might. Similarly, a barricaded suspect wouldn't have a utility unit on the special signal list but it might have a police supervisor or drone operator. Same with "lost child", a drone operator might be on the special signal list for that mission.


    I understand that this is a large change, but it would be interesting to see how this would work in the game and if it would make things more realistic towards a dispatchers role in the incidents.

    I Mean Yeah Thats Really Good But Think About It You Can Just Manually Put Off The Extra Units By Hitting Cancel Next To Them

    Literally not the point of this post at all. I specifically want a button that cancels all units EXCEPT for ambulances so that they can continue patient care while the mission is already done on the incident side. Some missions have requirements of over 50-100 different units, im not going through and clicking 50-100 units, i might as well wait the 2 minutes for a patient to be done and transport them.

    I think we should be able to set an area on the map that is hydranted vs non-hydranted areas. Pretty simple just 4 points on a map and put them wherever you want to create a square area. Require tankers for fire missions that are not in hydranted areas, not setting up a zone would automatically assume the whole map is hydranted and would not change requirements. This way, it becomes something that is not required to set up, just something some players can choose to set up if they want more realism out of the game

    NOTE BEFORE ANYBODY BRINGS THIS UP: I AM NOT SUGGESTING THE ABILITY TO REDUCE MISSION REQUIREMENTS, THAT SHOULD NOT CHANGE

    I suggest that we add a feature to add to mission requirements, for example "Unknown Structure Fire" only requires 1 engine, I think that we should have the option to add to a missions requirements to make dispatching more realistic. I know in many places, any structure fire or fire in a building would be something like 3 engines, 2 ladders, heavy rescue, chief, fire marshal, etc. I do not think that we should be able to reduce requirements because then someone could just make everything require 1 engine and complete high payout missions quickly with a single engine, however I do not see much harm in letting us increase requirements beyond what is required.

    You can, you just have to have the garage space to hold the unit. If you have 2 extensions on one station you can only have 3 units and cant shift one from another station to that one. You would have to expand your first station again to be able to hold the unit.

    I dont think its entirely stupid to see a tanker respond to a fire like that even when there is water supply. One of the reasons I can think of having one in the real world is if you were to have some sort of hydrant failure, that gives you an extra 3000 gallons of water to be able to fix the problem and then go back to supplied water.

    Why is Aircraft Emergency Landing on Road way not an airport mission but an Aircraft Crash in Urban Area is?

    I think because it is talking about some sort of small plane like a cessna or whatever that had to land on a highway like they do sometimes. Emergency landing is also very different from a crash. Plus, an aircraft crashing in an urban area would probably elicit a response from nearby airport fire stations as most of the time urban areas also have an airport either in them or very close by.

    Do you happen to have the Forestry or Foam Expansions to your Airport Station? And if so, Are they also turned on?

    In some cases, This will randomly tamper with the Expansions and no Specialty Missions will spawn.

    If not, Then this is a totally different issue that needs resolving.

    Thanks

    JB

    I will run through all 3 of the stations I have that have the airport extension:

    1. Airport extension, foam extension, fire investigation extension

    2. Airport extension, wildland extension, fire investigation extension

    3. Airport extension, foam extension

    All of them are turned on. Why would it tamper? Other than spawning other missions instead, shouldnt it be split based on how many extensions i have active?

    Also to give you more insight, i have 26 fire stations, 17 ambulance stations (4 of my fire stations count as ambulance), 3 water rescue extensions, 10 police stations, 5 hospitals, 1 MEDEVAC station, 3 police helis, 1 game warden extension, 1 water police extension, 2 federal police stations with 1 of my stations having an extension (so 3), 2 bomb squads extensions, 1 DEA, 1 ATF, 5 forestry extensions, 4 foam extensions, 11 fire marshals offices, 3 airport extensions, 1 wildland MCC, 2 fire boat docks, 1 rescue boat docks, 3 flood control extensions, and 3 disaster management extensions.

    You would think that with all of this I would get more of the airport/wildland/foam missions and less large cannabis grow operations (i got at least 5-10 per day for like a week straight once)

    The interesting thing is, I had 20 stations for the longest time because I was busy building extensions rather than building new stations, and I would get consistent airport missions with only 1 airport expansion, then one of the updates came out (this was over a year and a half ago) and then i stopped getting those missions. Within the past year i bought the other 2 airport extensions and 4 crash tenders, all 4 of them have 0 miles on them and have never gone out because I havent gotten a mission since i bought them nearly a year ago.

    I have 3 airport extensions, all filled, I have the proper POIs (and multiple of them in different areas around the state), and I have not gotten an airport mission in months. I dont know if the spawn rate for those missions is just insanely low but I used to get Large Cargo Plane Fires with Oil Leaks multiple times a day. The missions are all green in the possible missions list but they still dont generate.

    Is this a glitch or am i just an idiot and dont know what im doing

    Side note and edit: is there a way to see the percentage chance a mission will spawn? In comparison to my 3 airport extensions and POIs where I am not getting a single airport mission, I have 1 DEA extension and somehow I get multiple (sometimes 10 or more) large cannabis grow operation missions that spawn sometimes 20-50 miles away from all of my stations. You would think that with 1 extension you would get a lower chance of a large mission like that spawning but with more extensions and POIs to match you would get more airport missions, even if they are small missions like braking overheats and stuff.

    JB no disrespect intended I have been involved in Emergency Services and in ems in particular since 1998 I know they are used in some areas and are functioning well for those agencies. All we are simply asking is to either allow the option to turn off the portion that automatically makes it transport the patient or allow an option for the regular or rescue engine to treat someone to say 50% or treat class A and some B patients fully like a fly car does. Because non transport paramedic engines exist and I would bet outnumber actual engine ambulances 3 to 1 in any area. I can think of a half dozen major cities that run bls or even als staff on every single engine and routinely treat patients on scene. We don’t want the engine ambulances to go away we just want additional realistic options!!!!

    Agreed, most engines in my state are ALS level of care or at the very least have the ability to provide ALS care when an ambulance shows up.

    I never said it wasnt a realistic unit, it is, however it just doesnt fit right in the game imo, it costs more to use it than to just get a normal ambulance and ends up requiring more units to respond to calls if you actually transport with it, which is why I brought up the idea of a change. Yes players dont have to use it, but is it not better for the game and the community if it is a unit people use regularly? Nobody was making a fuss, I was just stating the fact that its kind of useless for what its intended to do. Yes its only a game, but its also a game with people who do this stuff day in and day out and understand it, this unit has practical applications in the real world, however like you said it is a game and it cannot be 100% realistic, which ends up culminating in this unit which doesnt work well with the way the game is set up and played. it is unfortunate that you guys dont want to change that but such is life.

    Has there been anymore thoughts or progress with the developers on this? I know they just released a update and are planning another soon.

    with 90% of the other stuff on these threads, it likely wont go anywhere but i hope it does because the EMS engine is completely useless as it stands

    I am trying to shift (slowly) into a realistic game with correct vehicles per station, I do not understand the requirement for a minimum of 10 people at a fire station? Some of these stations have 5 or 6 people maximum depending on the station, with others having upwards of 10 or 15 per station which is on the high end. What is the reasoning for requiring the other 4-5 people being at the station just sitting not assigned to trucks? I suggest that we either lower the minimum to 5 or remove it entirely to more properly spread out resources

    I am not sure if anyone gets this, but I get a ton of sinkhole missions like significantly more than others. ( I have gotten over 15 of them today) and each of them only pay between 1-3k and they eat up a lot of resources (15 pieces of apparatus not including ambulances and not accounting for rescue engines and quints). Considering that many other missions that require up to 15 pieces pay upwards of 5-8k or higher depending on the mission, these need to pay more if they have such a high frequency.

    As multiple accounts within the same version are against the ToS, there is no provision for transferring credits to another account.

    youre saying I cant have a second account that is completely independent of my primary?

    Edit: just read the TOS did not know I couldnt have multiple accounts, they are independent of eachother but I am reading that I can create another game world on the same account? How do I do this? I just started that second account today (not knowing it was against TOS obv) so theres no losses if I just start over.