Posts by Ericssons1447

    I know this has been talked about a lot. I love AI, though, because it helped me come up with an interesting approach to it.

    I would LOVE to be able to turn transport off—or change the transport priority—on police vehicles and some medical vehicles.

    Why?

    Detectives most likely aren't going on normal patrol calls, but if I use the ARR, they sometimes will because they are technically patrol cars. I am not going through the hassle of changing all of that. Detectives also most likely aren't transporting prisoners to jail.

    Some K9 units might transport, but some don't. In the game, I believe they can.

    I also have command vehicles—Sheriff, Police Supervisor, SWAT Command, etc.—that I don't want transporting prisoners.

    On the EMS side, some of my fly cars are labeled as supervisors, and I don't want them transporting just because they have BLS capabilities. HazMat also counts as an ambulance, and while sometimes I need it responding to normal medical calls because of how the game works, I definitely don't want my HazMat unit suddenly transporting a patient.

    What I would like to see

    Three transport settings:

    Active / Backup / Disabled

    The game would prioritize them in that order.

    For example, say a car crash has:

    • 3 ALS ambulances
    • 1 HazMat ambulance
    • 1 Tactical EMS vehicle
    • 6 patients needing transport

    The game checks the transporting vehicles on scene.

    Step 1 — Active transports

    Does Tactical have Active transport enabled? No.

    Does HazMat have Active transport enabled? No.

    Do the three ALS ambulances have Active transport enabled? Yes.

    Those three patients are assigned to the ALS ambulances.

    Step 2 — Backup transports

    There are now three patients remaining.

    The game checks every vehicle with Backup transport enabled. If HazMat, Tactical EMS, another specialty ambulance, etc. is set to Backup, those vehicles can now be assigned patients.

    Step 3 — Disabled

    If patients still need transportation and every remaining ambulance on scene has transport set to Disabled, then those vehicles simply will not transport.

    Another transport-capable vehicle would have to be sent to the scene.

    Basically:

    Active → Backup → If only Disabled vehicles remain, request another transport.

    This could work exactly the same way with prisoner transports.

    How would players know which vehicles can transport?

    There are a few possibilities.

    Players could put it in the vehicle name, simply remember their settings, or MissionChief could add a small indicator in the mission/dispatch menu showing each vehicle's transport setting.

    For example:

    A — Active
    B — Backup
    X — Disabled

    The ARR system would also probably need to recognize these settings so that it doesn't assume a disabled transport vehicle counts toward the number of available prisoner/patient transports.

    How should the setting be configured?

    I think there should be several levels:

    Game Settings — applies to all vehicles of that type across the player's account.

    Dispatch Center Settings — applies to vehicles assigned to that dispatch center.

    Station Settings — applies to vehicles at that specific station.

    Individual Vehicle Settings — overrides everything else for one particular vehicle.

    That way someone could, for example, disable prisoner transport on all command vehicles but turn it back on for one specific supervisor unit.

    This could be a normal feature, a Premium Account feature, or some combination of the two.

    I think it would give realism-focused players a LOT more control without taking anything away from players who don't care about it. If someone doesn't change the setting, everything could simply remain Active by default and work exactly as it does now.

    Side note: Some departments don't allow officers to transport prisoners unless they have a cage-equipped vehicle, meaning another caged patrol car or transport van has to be called.

    Unless, of course, you're the Michigan State Police and you transport someone in the front passenger seat, where surely nothing can or has ever gone wrong before. 😂

    Disclaimer: AI helped write this based on my ideas due to me having dyslexia and autism and not being able to write perfically.

    Some reason my apparatus list won't load all of them. When I click Show All, it will, but some will be shown twice then. Also, when I click "show time" so I know how long it will take to arrive, it shows for less than a second and jumps to the top. I have a video (which apparently is not allowed on here).

    As a retired volunteer firefighter we would use brush units on most of these calls,burning leaves, burning grass, but bales of straw we have a engine there, Brush pile both because you don't know what you got tell you get there some with a little field fire you want a engine or two for water and to cover exposure. Tree in the road that's one can go for any unit ladder,engine, rescue,or brush. I know here in the game brush until don't do tree in the road. Yes it would be great if some of those calls was just brush unit call, but it's the creators call on that.

    Burning leaves: could be possible depending on where. Burning grass: I have actually seen our brush respond (equivalent to a Type 7, as it is just a skid in the back of a pickup). Bale of straw: Actually both. Tree on road: honestly, again depends where. The last two, I could see both.

    Two things: 1. Why do I always get confused reading Bodens' (and most people's) comments? 2. Missionchief needs to improve their algorithm. They have 1273 possible missions; I have apparently 823 available possible missions, and I only ever get maybe the same honestly, 100 or so missions it seems?

    I said this a while ago on a different old account. They said it won't happen. That they "do not work with emergency responses," but at the same time they said that about the tow trucks, so maybe it will happen one day. I mean, I'd like cranes to be outside of the FD so they don't have to go to all calls where FD isn't needed.

    I'm confused. Am I missing what a rescue ambulance is? I mean they definitely exist and rescue ambulance simply implies that it can serve as a rescue and an ambulance.

    If you look up a "rescue ambulance," you will find something like this photo. For simplicity, I look at a "rescue ambulance " as an ambulance that carries some rescue tools. They may carry cutters and spreaders, saws, cribbing, and rescue harnesses. I kind of look at it as Squad 51 from the show "Emergency!" but with transport ability. This game makes it hard and confusing, as they classify all rescues as "heavy rescue," so even the EMS rescue counts as a heavy rescue (and fly car), whereas the ALS Rescue Ambulance is supposed to (but I don't think it does) count as an ambulance and heavy rescue.

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    I would love to see a way of simulating escalation of care with smaller hospital transferring high acuity patint to larger centers. Id love to see an update to allow "Large Hospitals" to add on HEMS, CCTU units, or Specialty transports Like how most Regional Centers have there own team.

    (IE: Penn medicine, JeffStat, etc)

    I'd like that as well. We have Critical Care-- rarely, which is hospital-to-hospital (I only ever had two of those), and we have clinic-to-hospital, but I'd like to see the possibility of more hospital-to-hospital mission transports... so kinda like you said, but adding extra. I also agree it would be nice if hospitals could staff some vehicles as Clinics can.

    In response to recent surveys, I would LOVE ALL THOSE (I did fill it out), my only question... don't we already have the following?
    - Police Medic Unit

    - Police Van

    If those are added, how would they be differrent than the Tactical Ambulance (other than being in a police station), a crew carrier, a riot van, and a prison transport van?

    As for the Public Address Vehicle, every police car, fire truck (pretty sure), and many ambulances have PAs. There is no set unit for it. As for the prison, I hope they add wards (juvenile, medical, general population, psychiatric, salitary (both would fall under segregation), protective custody, and more. These are just what I think (not suggesting).

    I might have some future survey recommendations.

    This is very old, but I do believe they should be added, BUT as Boden said (whom I also don't tend to agree with much), they'd need to be activated and not just built and go. They added when I last asked on a thread or something, tow trucks "because they work closely alongside emergency services..." thus by that logic, gas, power, and water should be added. In Michigan, where I am from, many cities CANNOT shut down gas, water, or power, whether it be for hostage situations, downed powerlines, water main breaks, you name it, and they need to either 1. Call Consumers Energy (for gas/power-related) or 2. call one of the two cities' water departments (for water-related).

    It is just like, why have Coast Guard and lifeguards (which by the way aren't often considered emergency response personnel), why have Mountain Rescue (when there is only a very small handful of maybe 5 teams in the US, the rest often CERT), yet we don't get Ski Patrol.

    Large Hospital Update:

    The United States has the leading Adult and Trauma One care centers in the WORLD (Mayo Clinic - Rochester (USA)), yet we are very limited on the expansions we have for them, whereas the UK version has:
    - Burns
    - PPCI
    - Stroke
    - Children
    - Critical Care
    - Central Delivery
    - Major Trauma
    - Major Hospital (10 additional beds after the large hospital)


    Ski Base (they added Mountain Rescue after all) (with an infirmary extension):
    - Get Snow Mobile
    - Toboggan Equipment
    It would give new missions, a new POI, and such.


    I got about 18 pages of suggestions I can add on here, some we got, some we will never get, but still. I ain't adding them all here though.

    Your first issue: your dispatch centres all act as a network by default unless you “edit” them (enter the screen to change the building name) and tick the “create own coverage area”. This will isolate them and missions will only be spawned based on the number of stations assigned to that dispatch centre.

    Your second issue I am unsure how to resolve. Screenshots of the units, and the ARR setup, and the unit selection area from a mission dispatch window would be helpful to further assist.

    First: Welp, I am indeed stupid. I went through ALL tabs but that one.


    Second: Yeah, that won't help. I don't even know how I'd go about it to be able to best explain it. Let's see if my videos upload. The only issue I can maybe see, but don't think it would cause that issue is distance.

    I have 6 dispatch centers, NONE of them are connected in any way. One of my dispatch centers has one fire station with 3 utilities, 1 engine, 1 quint, 1 heavy rescue, 1 mobile air, and 1 battalion. Yet I get missions showing up that require 3+ stations and specialties I don't even have. When I filter to just that dispatch center in the possible missions, ALL the same ones as my main DC show green, which none of the others do. Again, none of the dispatch centers are connected. This is only one of two issues I have right now. My second issue (and if needed, I will create another thread) is that in my ARR, I have units not being recognized. I will have two MCCs with status 2, but only 1 of them can be dispatched by my ARR, and the other one won't even be assigned using it (this is for many apparatuses). I checked everything, and they look like they should work.