Thank you for the response! I'll wait and see if it gets updated in the future.
Posts by 911erv
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Good to know! Is there a way to get the logic so it will skip over units that are cross-staffed? The stations where I live have a single crew that takes the engine, ambulance, or ladder depending on the type of call.
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Hi there, is there a way so the ARR will skip over units that don't have staffing? For example, I'm training a bunch of personnel from a city PD in SWAT and a lot of PD cars don't have staffing until the training is over. However, choosing an ARR for a police car will attempt to send one of those units and it fails, so I still have to manually assign other units to the call. It would be great if it would skip over unstaffed units and moved to the next staffed one. If this is already possible, can someone tell me how to change the setting?
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Great idea!
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Happy to see another NH player here! I've been building out southern/central NH recently.
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A couple new mission types are really taking over my call list and I really feel they need to be better balanced.
Sink hole missions are out of control. Why are there so many? And why must each one expand to the highest level of mission every time? They aren't even enjoyable anymore, and just become a resource hog as I send everything out to each call no matter what it is.
Planes into wildland areas are another one that make no sense. Firstly, they are being generated in areas where I have no wildland vehicles...like large metropolitan areas. Why would I have forest fire infrastructure in a major city? I am regularly getting these missions inside of dispatch centers that have no stations with that expansion, and I just have to ignore them until they time out which is annoying. Secondly, their frequency is also too high.
I get that new mission types are cool, but they should be integrated correctly into the current list of call types - not every mission in the game needs to be catastrophic, and new mission types shouldn't take over my call list simply because they're new.
While I'm typing, the amount of Investigation calls is also becoming a pain. I'm all for having Investigator units go out to calls to simulate an actual investigation into causes of fires, but that should be a second call spawned at the same location and take some time. It doesn't need to require all the fire scene units to remain while an investigation takes place. Its also a very foreign concept for me that these units act as Law Enforcement as well, I'm not sure what jurisdiction in North America has these Fire Police units, but to me an Investigator is just that and that's all they do. It also doesn't take 4 of them to attend a scene!
Definitely agree with the amount of sinkholes being too many. Nevertheless, I'm new to the game and love what the devs are doing overall!