Posts by TalonJoynt

    Boden, I am satisfied. I just think it would be sweet to have that gang unit aspect. Its a suggestion, not a demand.


    Also I get the miles thing but since response times come into play when using that system. I think being able to calculate the call volume with a "# of dispatches/runs" type thing would be way better.

    1. Once again, add a section in your dispatch center where you can see the total amount of times every unit has been dispatched in the past week, month, and year. This will help us judge where we should add station expansions and would be a super cool feature in general.


    2. Police Gang Unit. One major police subdivision that is - well.. missing. As of the recent update, was the gang unit. Considering I am based out of Chicago, it would be cool to spawn "Gang Hotspot" POIs myself, and with the correct expansion- gang related calls can spawn within a certain area set by the user. Such as "Gang Activity", "[Gang] Drive By Shooting" (+ Stabbings, assaults, drug trafficing, etc.) These would require more SWAT officers and gang unit patrol cars (with appropriately trained personnel) to respond. It would be an absolute game changer in terms of realism if this were a thing. You could also add more Commercial, industrial, residential, and strip mall fires as fire stations in bad areas are far busier than their counterparts in the nicer areas (Just look at the call totals for LA, Chicago, Baltimore,).

    Just set them all to blank images. There are already some blank vehicle graphics sets available.

    Any way you can tell me the name of the graphic packs? I don't want the cad tags either

    It'd be nice if we could disable vehicle images, and keep their status / identifiers

    (get rid of the vehicle image but keep the "1 824")

    Ability for a new tab in the dispatch center to show the total amount of times a unit has been dispatched in the time period of 24 hours, a week, a month, and a year (time can be selected via dropdown menu) this would be great for people who are numbers geeks like me, and are looking to strategically expand stations. I dont think it'd be too awfuly hard to complete? It could be similar to the vehicle milage, but just with how many times the unit was dispatched in the given time periods specified above.


    Bonus points for showing how many times ambulances have transported

    There are several reasons that have been brought up in the past against the idea. One of the main ones was the biggest players have thousands of vehicles, to manage all of these with spares etc would be a huge task for those players

    Maybe provide a system to where your apparatus repair shop spawns in with 1/3 the amount of apparatus you have, so that you can still work on it but youre not starting from scratch


    Or allow more "starting vehicles"

    Mission Name: ERS Box Activation

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 2 minutes

    POI: NA


    Required Units: 2 Fire Trucks, 1 Battalion Chief


    Max Patients: 0

    Minimum Patients: 0

    Patient Category: N/A

    Transport Probably: N/A


    Prisoners: N/A

    Upgradable Missions (if applicable): Residential Fire, Commercial Fire, Rubbish Fire, Car Fire, Wild Fire, ANY FIRE RELATED MISSION

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Mission Name: Shot Spotter Hit

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 3 minutes

    POI: NA


    Required Units: 2 police cars


    Max Patients: 0

    Minimum Patients: 0

    Patient Category: N/A

    Transport Probably: N/A


    Prisoners: N/A

    Upgradable Missions (if applicable): Drive By Shooting, Shooting, Attempted Homicide, Person with a weapon

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    [Mission Added to Game: Armed Foot Pursuit - ID: 842]

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    Mission Name: Structure Fire (Small)

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 5 minutes

    POI: NA


    Required Units: 2 Fire Trucks, 2 Platform Trucks, 1 Battalion Chief


    Max Patients: 1

    Minimum Patients: 0

    Patient Category: N/A

    Transport Probably: 50


    Prisoners: N/A

    Upgradable Missions (if applicable): Structure Fire (Medium), Structure fire (Large), Structure Fire (Major)


    Mission Name: Structure Fire (Medium)

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 15 minutes

    POI: NA


    Required Units: 3 Fire Trucks, 3 Platform Trucks, 2 Battalion Chiefs, 1 heavy rescue, 1 mobile command unit, 1 fire investigator, 3 patrol cars


    Max Patients:2

    Minimum Patients: 0

    Patient Category: N/A

    Transport Probably: 50


    Prisoners: N/A

    Upgradable Missions (if applicable): Structure fire (Large), Structure Fire (Major)


    Mission Name: Structure Fire (Large)

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 20 Minutes

    POI: NA


    Required Units: 8 Fire Trucks, 4 Platform Trucks, 3 Battalion Chiefs, 2 heavy rescue, 1 mobile command unit, 1 fire investigator, 3 patrol cars,1 mobile air unit, 1 EMS Chief,


    Max Patients:3

    Minimum Patients: 0

    Patient Category: N/A

    Transport Probably: 50


    Prisoners: N/A

    Upgradable Missions (if applicable): Structure Fire (Major)


    Mission Name: Structure Fire (Major)

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 30 minutes

    POI: NA


    Required Units: 15 Fire Trucks, 4 Platform Trucks, 4 Battalion Chiefs, 2 heavy rescue, 2 mobile command unit, 3 fire investigator, 5 patrol cars,1 mobile air unit, 1 EMS Chief, 1 Sheriff, 1 tanker,


    Max Patients:5

    Minimum Patients: 0

    Patient Category: N/A

    Transport Probably: 75


    Prisoners: N/A

    Upgradable Missions (if applicable): Area Evacuation

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    Mission Name: Battery Victim

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 5 minutes

    POI: NA


    Required Units: 1 ambulance, 1 patrol car


    Max Patients:1

    Minimum Patients: 0

    Patient Category: General Internal or Trauma

    Transport Probably: 80


    Prisoners: N/A

    Upgradable Missions (if applicable): Foot Pursuit, Stabbing, Shooting, Attempted Homicide, Fleeing suspect, Shots fired at officer, Officer down, etc

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------




    Mission Name: Assault Victim

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 2 minutes

    POI: NA


    Required Units: 1 ambulance, 1 patrol car


    Max Patients:1

    Minimum Patients: 0

    Patient Category: General Internal

    Transport Probably: 25


    Prisoners: N/A

    Upgradable Missions (if applicable): Battery Victim, Foot Pursuit, Stabbing, Shooting, Attempted Homicide, Fleeing suspect, Shots fired at officer, Officer down, etc

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Mission Name: Gunshot Victim

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 5 minutes

    POI: NA


    Required Units: 1 ambulance, 5 patrol cars, 2 K-9 Units


    Max Patients:1

    Minimum Patients: 0

    Patient Category: Trauma

    Transport Probably: 90


    Prisoners: N/A

    Upgradable Missions (if applicable): Foot Pursuit, Stabbing, Shooting, Attempted Homicide, Fleeing suspect, Shots fired at officer, Officer down, Active Shooter, etc

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Mission Name: Gunshot Victim [Accidental]

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 5 minutes

    POI: NA


    Required Units: 1 ambulance, 3 patrol cars


    Max Patients:1

    Minimum Patients: 0

    Patient Category: Trauma

    Transport Probably: 90


    Prisoners: N/A

    Upgradable Missions (if applicable):

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Mission Name: Gang Fight

    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 10 minutes

    POI: NA


    Required Units: 7 patrol cars, 6 SWAT personell


    Max Patients: 5

    Minimum Patients: 1

    Patient Category: Trauma or general internal

    Transport Probably: 50


    Prisoners: N/A

    Upgradable Missions (if applicable): Gang Shooting, Gang Stabbing, Active Shooter, Attempted Homicide, Shots Fired At Officer, Officer Down, Panic Button, Fleeing Suspect


    Mission Name: Gang Shooting


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 10 minutes

    POI: NA


    Required Units: 10 Patrol cars, 18 SWAT personnel, 2 K9 units, 2 Sheriffs


    Max Patients: 15

    Minimum Patients: 1

    Patient Category: Trauma or general internal

    Transport Probably: 85


    Prisoners: N/A

    Upgradable Missions (if applicable): Gang fight, Gang Stabbing, Active Shooter, Attempted Homicide, Shots Fired At Officer, Officer Down, Panic Button, Fleeing Suspect


    Mission Name: Gang Stabbing


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 10 minutes

    POI: NA


    Required Units: 10 Patrol cars, 18 SWAT personnel, 2 K9 units, 2 Sheriffs


    Max Patients: 7

    Minimum Patients: 1

    Patient Category: Trauma or general internal

    Transport Probably: 85


    Prisoners: N/A

    Upgradable Missions (if applicable): Gang fight, Gang Shooting, Active Shooter, Attempted Homicide, Shots Fired At Officer, Officer Down, Panic Button, Fleeing Suspect

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Mission Name: Accident [Highway]


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 7 minutes

    POI: Freeway/highway


    Required Units: 2 fire trucks, 1 battalion chief, 1 heavy rescue, 3 patrol cars


    Max Patients: 5

    Minimum Patients: 0

    Patient Category: Trauma or general internal

    Transport Probably: 40


    Prisoners: N/A

    Upgradable Missions (if applicable): Pin-In Accident [Highway], Officer Down, Firefighter Down, EMS Personnel Down, Pedestrian Struck By Auto [Highway],


    Mission Name: Pin-In Accident [Highway]


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 15 minutes

    POI: Freeway/highway


    Required Units: 3 fire trucks, 1 battalion chief, 2 heavy rescues, 6 patrol cars, 1 sheriff, 1 EMS Chief


    Max Patients: 10

    Minimum Patients: 1

    Patient Category: Trauma or general internal

    Transport Probably: 60


    Prisoners: 1-2

    Upgradable Missions (if applicable): Officer Down, Firefighter Down, EMS Personnel Down, Pedestrian Struck By Auto [Highway],


    Mission Name: Pedestrian Struck By Auto [Highway]


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 5 minutes

    POI: Freeway/highway


    Required Units: 2 Fire trucks, 1 Battalion Chief, 3 Patrol Cars


    Max Patients: 1

    Minimum Patients: 1

    Patient Category: Trauma or general internal

    Transport Probably: 100


    Prisoners: 1-2

    Upgradable Missions (if applicable): Officer Down, Firefighter Down, EMS Personnel Down, Accident [Highway]

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    CAN SPAWN OFF OF ANY EMS CALL

    Mission Name: EMS Personnel Down


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 5 minutes

    POI:


    Required Units: 5 patrol cars, 1 EMS Chief


    Max Patients: 1

    Minimum Patients: 1

    Patient Category: General Internal

    Transport Probably: 50


    Prisoners: 1

    Upgradable Missions (if applicable):

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    CAN SPAWN OFF OF ANY FIRE CALL

    Mission Name: Firefighter Down


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 5 minutes

    POI:


    Required Units: 1 Ambulance, 1 EMS Chief, 1 Battalion Chief, 1 Fire Truck, 1 Platform Truck


    Max Patients: 1

    Minimum Patients: 1

    Patient Category: General Internal

    Transport Probably: 50


    Prisoners: 0

    Upgradable Missions (if applicable): Mayday Alert

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    cAN SPAWN OFF OF ANY FIRE CALL

    Mission Name: Mayday Alert


    Amount of Credits: Up to devs

    Expansion required (if applicable):

    Time to complete: 10 minutes

    POI:


    Required Units: 1 EMS Chief, 1 Mobile Command Unit, 2 Battalion Chiefs, 1 Fire Truck, 1 Platform Truck, 1 heavy rescue


    Max Patients: 5

    Minimum Patients: 1

    Patient Category: General Internal

    Transport Probably: 50


    Prisoners: 0

    Upgradable Missions (if applicable):

    Hello all,

    I've been thinking for a while now that it might be a good idea to add a new building for every service that acts as a workshop where you can store vehicles which have been replaced at stations but don't need to be deleted and bought again in the near future. It would also add a bit of realism in my opinion.


    I kow nothing about programming but it might open up options for vehicles to break down when heading to calls and having to be recovered and sent to the workshops, where spare appliances are kept.

    I've thought about this before. It would be a great addition to the game.

    There is no where in the US that a police Chief has to authorize transport of a prisoner.....to my knowledge. On the EMS Side, there is normally someone who is responsible for hospital transports on a large incident

    Knowing from personal experience, its regional. EMS and Police. It is extremely rare where an ambulance or police car needs to be authorized to transport. For example, if you have an incident where multiple people are shot, you will have an EMS chief directing ambulances to separate hospitals (Even if its not needed by policy, it just helps with logistics and organization). On the other hand, if you have multiple offenders in custody for that very same shooting. Sergeants/LTs may be directing patrol cars to various agencies or police stations so that they can notify those departments of incoming prisoners ahead of time. Also for the game itself. It would be very convenient.

    Add these stations / buildings

    - Detectives office (Can be expanded into with a police station, similar to fire investigation offices and fire stations)

    - Medical Examiners office (Act as hospitals, but for deceased individuals)

    - Coroner Office (Basically an EMS station for coroner vans)


    Add these vehicles

    - Homicide Detective (Requires Detective Education)

    - Narcotics Detective (Requires Detective Education)

    - Traffic Detective (No required education)


    Here's four examples on how it would work. (There would be a percentage that would determine if someone passes away at a scene, based on the severity)


    1. Attempted Homicide, with an individual that is deceased (Can spawn from most, if not all violent

    - EMS / Police units confirm an individual is deceased

    - Your radio panel on you HUD shows that units are requesting the coroner

    - Units remain on scene, while a coroner van responds, and then transports the deceased to the M.E. Office

    - After it is cleared, a follow up mission occurs ("Homicide Investigation - Caused by Attempted Homicide")

    - X number of detectives respond and investigate (This 'mission' will take a while to complete)

    - There is a x% chance that an "Arrest Warrant" Call can pop up as a follow up mission (But it can spawn anywhere in your area of operation.) And this mission can cause normal follow up missions like officer down, vehicle pursuit, etc.


    2. Overdose, With a deceased individual

    - EMS / Police units confirm an individual is deceased

    - Your radio panel on you HUD shows that units are requesting the coroner

    - Units remain on scene, while a coroner van responds, and then transports the deceased to the M.E. Office

    - After it is cleared, a follow up mission occurs ("Drug Death Investigation - Caused by Overdose")

    - X number of detectives & DEA units respond and investigate (This 'mission' will take a while to complete)

    - There is a x% chance that an "Arrest Warrant" Call can pop up as a follow up mission (But it can spawn anywhere in your area of operation.) And this mission can cause normal follow up missions like officer down, vehicle pursuit, etc. This can also spawn in follow up grow operations, or drug busts!


    3. Hit & Run Traffic Accident (Can spawn from any accident)

    - EMS / Police units would clear the scene

    - A follow up mission would spawn, ("Hit & Run Investigation - Caused by "Hit and Run"")

    - Traffic detectives would investigate

    - Follow up warrants or arrests could spawn


    3. Industrial Fire with Fatality (Can spawn from any fire)

    - EMS/ Fire / Police units confirm an individual is deceased

    - Your radio panel on you HUD shows that units are requesting the coroner

    - Units remain on scene, while a coroner van responds, and then transports the deceased to the M.E. Office

    - After it is cleared, a follow up mission occurs ("Fatal Fire Investigation - Caused by Industrial Fire")

    - X number of detectives, Battalion Chiefs, & Fire Investigation units respond and investigate (This 'mission' will take a while to complete)


    Bonus Missions to add,

    - Possible Deceased Individual

    - Possible Body Found

    - Homicide

    - Gunshot Victim

    - Person Struck by a Car

    - Attempted Suicide


    I am aware this may seem a bit morbid, or out of place in a game like this. But I do honestly think the work that Medical Examiners do needs to be recognized. And detective missions, along with high-stakes homicide or fire investigations would make some AMAZING game play! Especially alliance wide.

    Allow us to have the vehicle name display in stations, and in dispatch centers but give us the option to add a (likely shortened) callsign that displays when it gets dispatched or is on patrol. For example, when viewing it on scene, or seeing it in a station, it would be “Truck Co. 41 BLS” but when it is responding to a call on the map, or when it gets dispatched. It is displayed as “T-41”

    Suggestions

    1. Ability to see how many times a unit has been dispatched in a day, week, month, or year. And all time. This is done in real life by people in the industry and would allow us to better plan expansions. (IE Ambulance 1 Made 100 runs this week, but Ambulance 7 Made 365 runs so I should add a new ambulance at station 7)


    2. Custom callout packs, you can create callout packs. Using the same system to make alliance missions but they generate automatically like normal callouts


    3. prisoner transport van for PD (basically police mass casualty)


    4. police supervisor unit, acts like an EMS chief


    5. Change EMS transports to use the same system as prisoner transports


    6. Add in prisoner transfers. Like the EMS ones.