Posts by Whitchit

    Other levels of Chief is effectively implementing a command structure into the game - which I would love to see. It would mean that the more advanced a call, the higher the command level needs to be on scene.


    I had the idea that instead of having 5 different vehicles for five levels of command (Or any other number depending on your preferance) You could have a "Supervisors vehicle" which would be crewed by staff with training to a certain command level.


    For example, In the UK we have Firefighters, Crew Managers, Watch Managers, Station Managers etc... It would be nice to be able to assign one crew manager per fire fighting vehicle (Engine / Water Carrier / Ladder etc) and then be able to assign a watch manager to one vehicle for larger incidents and have a specialist Supervisor vehicle for a Station Manager for even larger missions etc..

    Love the idea of RRVs at Helo Stations - However I think this should be an extension (Like the 10K credit extension on an ambo station) so that you have the option whether to add in the RRV slot or not, and I'd suggest without the RRV extension it does not spawn missions around it. This would mean that you couldnt base RRV's at your airbases as they would then count as Ambo stations theoretically.


    Alternatively, just allow RRVs to be based there with an extension, but do not make it act as an ambo station and spawn calls locally.

    I'd potentially agree with your idea, but please try to put a smidgen of effort in when suggesting new ideas - for example, why would you like to see it introduced, are there any benefits or drawbacks / how could those drawbacks be mitigated, what would you suggest is the price for an changes made? Just saying you want something and then not adding any depth makes it seem like you don't want it enough to have it implemented... Why would the Dev change the game for you if you don't show him how much it means to you?

    That would be a decent addition. Make it so that after the helicopter leaves, the zone disappears. If that were to be implemented, they should add a helicopter landing pad expansion for hospitals as well, so that HEMS can only bring patients to hospitals that are equipped with heli-pads.

    If we were to implement a Landing Pad at Hospitals (So that HEMS could only land at Pads and not every hospital or UCC) perhaps the game could give you one free Helo Pad Extension on one hospital of your choice - just so you don't spend a tonne of credits or coins on HEMS station and Helo, just to find you cannot transport patients until you buy the Pad too.

    Love the idea in practice - I think it's unlikely that the dev will allow a refund of half credits as "Scrap funding" for removing units - I would however not think it unfair to have scrap value at a quarter or even tenth of the original price.

    To add on to this suggestion - some services use their HQ as a training facility - Why not add to your idea of an HQ building the optional extension of a single classroom, for the price of 500,000 credits (the same price as an academy) but not let it expand beyond a single classroom. And perhaps a Police HQ would also be an idea (assuming that a Police command vehicle is in the works - fingers crossed)?

    Hey, since you seem to be the go-to person for Emergency Service Aviation, I was wondering if you would be able to try the Devon Air Ambulance EC 135 P2+ and T2+ Variants? And perhaps A cheeky building logo for them too? I'm happy to wait as I know other projects are already in the works and I'm in no huge rush.

    I'm not entirely sure what is entailed in bringing the real-world mapping into the game, but I was wondering whether it would be possible to implement Google Maps into the game - and the reason that I ask is that if it were possible, perhaps all of the places which are listed on google maps could somehow be converted into POI's which the game could then use?

    If you send it to an incident, it will still act as both a ladder and engine, even if you class it as a Ford Ka. You can call it a platform and still have it work as an engine.

    You can use the own vehicle class as a way to bypass it, give it a new class in the vehicle edit options and then assign your ARR to use that class instead of the standard Quint Class, which can operate as both an engine or ladder or both depending on whether you have an engine or ladder closer to the mission than the Quint.

    @TACRfan Perhaps you could ask the dev for a breakdown of the POI system so we all know what's going on? Like a mini-tutorial / FYI post so that we kno exactly how to use the system?