I currently have
6 hospitals
3 UCCs
6 CCTUs (Split amongst 4 stations)
2 HEMS
I mainly would like to increase the incidence of the missions as I work In Critical Care/Emergeny Medicine with a focus on Transport Medicine
I currently have
6 hospitals
3 UCCs
6 CCTUs (Split amongst 4 stations)
2 HEMS
I mainly would like to increase the incidence of the missions as I work In Critical Care/Emergeny Medicine with a focus on Transport Medicine
I don't know if it has been brought up before, but as of now, selecting an energy generation or light tower trailer only selects trailers not units with the equivalent equipment.
This has forced me to create custom units for Rescue engines or other units that I have placed these EQs on.
Mobile Air seems to work differently and as I would hope to see Light tower and Generators work in the future. When I have a mobile air selected in the ARR, either a mobile air vehicle or other vehicle with Mobile air EQ will get dispatched.
It would be nice to see consistency of this feature across the game. I dont know if this would be a similar issue to how vehicle max capacities cannot be adjusted without jeopardizing the setups of most established players but adding an additional class to the ARR for the aforementioned equipment would but a nice quality of life feature
Hey yall,
I understand the the max number of simultaneous missions is you your highest amount of stations of the same type but what determines the max number of IFTs, I have been capped at 3 missions for quite a while, I assumed that building more hospitals and clinics would create more spawns but i am still capped at 3 max.
Does anyone have any documentation of what the requirements are?
Its not a perfect solution but I have multiple Categories for vehicle that serve more than one purpose
Examples
Tech = Rescue with 4+ trained in TRT
USAR = Rescue with 4+ trained in USAR
SWRT = Rescue with 4+ trained in SWRT + Light boat
HACSR = Rescue with 4+ trained in TRT + USAR
SOC + Rescue with 4+ trained in TRT + USAR + SWRT
I see that you mention this whenever anyone brings up adding additional units or features to the game.
With this being a cooperative game where mutual aid exists, I think that adding features to the game keeps thing interesting for the bulk of players.
This game is a nice outlet for those of us in the industry and I personally would like to see representation of the disciplines that I work in.
Like I was saying in the post, Missions are locked behind prerequisites for the missions to spawn. This could be gatekept behind a station expansion to prevent "missions that you cant finish" from generating.
Just how you wont get missions requiring coastal air unless you build a coastal air station the solution is just dont buy or build the extension
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)
With the talk of having the ability to build personal prisons, I feel that allowing it to be an expansion of the dedicated prison building would be a good way of implementing.
Just my personal opinion but...
I feel that adding Dive teams to both Fire, Police, and Water would be a great addition to the game,
This could already be implemented as variation to existing missions as a retrofit. Even adding as a secondary expansion to Water rescue like how WCC is a secondary expansion to Forestry
Rescue/Recovery Diver can easily be added to Courses for the disciplines and Dive Equipment could be added as well so that users can choose to build out realistic dive units.
(ie: Heavy rescue with SWR Boat equipment and Dive equipment and 4 SWRT + Dive trained personnel)
Or placing divers on rescue or police boats for rescue/recover or evidence collection missions
Any feedback or ideas are welcome
hey, first time posting,
for the mission "Chain collision in a tunnel" there are two variation
One with a Fire Crane and one without
The mission without rewards 7000 credits
the missions requiring the additional resource rewards 1000 credits
I would assume that the dev team intended to have the larger mission reward 10000 instead.