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To behonest, overtaking the AI is not really that easy and safe... The AI will drive but will only slow down for you if you're completely in front of them. Driving behind them you'll never achieve the fast driving time.
First off loving the game! Despite a few blocker issues encountered (will make a separate post for these) its great to play with friends new and old.
So I have a couple of ideas and suggestions to help improve or streamline gameplay.
*Disclaimer: Some of these have been mentioned previously.
01. Free-roam/Open world
02. Random callouts
03. Able to park anywhere. (Currently placement of trucks, especially ladder trucks, often prevent proper operation of them.)
04. More missions designed around use of ladder trucks
05. Manuel placement of portable ladders ( ideally, taking them off the truck and placing them or even multiple spawn locations based on use (default "E") input would be useful.
06. More uses for circular saw, like cutting bars off windows
07. Vehicle accidents
08. Able to assign some roles and trucks.
09. Character customization
10. Roof operations (venting, pike pole etc.)
11. 1st person
12. SCBA management. Limited air then have to swap tank at truck.
13. Nozzle types/spray types
14. Chainsaws (for roof, trees)
15. More smoke
16. Random hazards (collapses, chemical spills etc.)
17. Flashovers
18. New AI commands and default idle behavior. When idled should seek attack line and work on flames. Manual command to run supply line.
If you're joining an online session, you have nothing to do until the host reaches the fire and I feel like this really hurts the experience... honestly I get bored and watch youtube until we arrive at the fire because I'm unable to communicate with the team. This is especially true for missions with a long drive time - mainly missions that use the walk-in center, and honestly they should probably be removed from multiplayer (at least for now). On one mission, maybe running the hill, drive time around 5-6 mins, and the fire is out in under 2 mins... it's so painful as a guest add to that loading times it and feels like a waste of time.
I would really like to see a staging area for missions... something akin to vermintide or deep rock galactic.. where all the players can roam the station, the host chooses a mission, the bell rings and the players have to get on the truck before the mission loads.
Character customization - nothing too wild though, face options and maybe helmet customization. It'd be nice if the host could set the color of team's turnout gear.
And please either speed up the AI ladder truck, remove it, or have it go after the player.. it can, on certain missions, be hard to overtake resulting in average or slow response times. There have also been instances where I overtake the ladder truck, and arrive to find it's already there and the npc firefighters are walking in my parking spot and my truck collides with them preventing me from parking quickly.
Also possibly creating servers people can manage themselves and create communities of people who want to play together and do what I said above but on a larger more organised scale.
let me know if this doesn't make sense I'll try explain more
What should be added and improved:
1. General Gameplay
1.1 IMPROVEMENTS
a) Some of the animations seem a bit clunky and too fast - in need of improvement. Some are missing, such as placing the victim on the stretcher. Some should be added, like dropping the hose pack or actually using your hands to remove caps and connect hoses.
b) Delayed Mission Ends - the possibility to keep looking around and examining after all objectives have been fulfilled, and manually quitting when ready. In multiplayer sessions, the host decides when everything is done, but with a maximum delay time of 4 minutes, for example.
c) Victim Locations - reworked and more realistic locations for unconscious victims (less of randomly scattered around every room) as well as no conscious victims trapped in places they could easily escape themselves.
d) Hollow Body Fix - when in first person view while responding, the player can move the camera all the way down and left/right, enabling the player to see inside himself/herself.
1.2 NEW CONTENT
a) Squad Communication - the players should have the possibility of sending messages, at least. Better yet, communication via speech.
b) Manual Placement Of Ground Ladders - these should not be preinstalled around scenes like they are right now.
c) Circular Saws & Chainsaws - they should also be available for venting the roof of certain buildings, cutting off windows bars etc.
d) Staging Area & Fire Station - when this setting is enabled, the player(s) is/are firstly spawned at the fire station, where they could explore/ learn and read about firefightning or fulfill some everyday tasks. Play pool or ping pong in multiplayer. The alarm would suddenly go off and this could happen anytime, not too quickly, but certainly not after waiting around for more than 10 minutes, for example.
e) New Types Of Emergencies - vehicle accidents, rope rescue, water rescue.
f) View from a first person's perspective.
g) Highrises - more missions where one could maximize the potential of aerial apparatuses and access the roof via climbing the ladder or using the T-Rex'es basket.
h) Brush Trucks - smaller fire apparatus for responding to those extinguisher only missions.
2. Firefighting & Fire Suppression
2.1 IMPROVEMENTS
a) Slightly More Smoke & Decreased Vision - while the player is fighting interior fires, some more blurring effects and whatnot should be added, so that one could easily get disorientated while in a burning building. Color variables for the smoke, especially the light gray smoke and fuzz filling the rooms which are yet to catch fire, but are close enough for the smoke to have already spread there. Gradual spread of smoke?
b) Fire Behavior - decreased probability of an already extinguished area/object reigniting into flames.
c) Al & Tools - Al should know how to use fire extinguishers.
2.2 NEW CONTENT
a) Steam Effects - additional effects when spraying water on fires. These would also help decrease the vision aspect mentioned before. Should have the option to enable/disable them, as I imagine they would be pretty demanding on the hardware.
b) SCBA Donning & Doffing - the player can opt to wear the self-contained breathing apparatus or take it off, but moreover, to switch between outside air and bottle air. The SCBA should have a limited amount of breathable air available, meaning it has a certain time of usage. The latter should perhaps improve as the player progresses?
c) Nozzle Spray Patterns - fog patterns could be used to cool objects or clear the room from smoke by spraying water through an open window/door.
d) Heat Protection - firefighters could cool nearby objects and buildings to prevent them from catching fire. Might be a necessity on some missions, where one firefighter must be assigned to protect a nearby house or otherwise the fire would quickly spread and increase the time spent on quenching flames.
e) Ground Monitors - for hitting it hard from the yard.
f) Thermal Imaging Cameras
3. Driving & Vehicles
3.1 IMPROVEMENTS
a) Driving Physics - less clunky controls, the perfect feeling of operating a heavy vehicle is achieved in Euro Truck Simulator 2 and American Truck Simulator, for example.
b) Civilian Vehicles' Behavior - civilian vehicles yield and give way by moving to the right side of the road so that the fire apparatus could pass them from the left. Currently, the civilian vehicles move to both left and right depending on which lane they are on, which again forces the player to drive through from between them or swerve to the opposite direction.
c) Siren Control - the possibility of manually switching between the different siren tones (wail, yelp, hyper yelp) should be added.
d) Airhorn Sound Fix - whilst communicating with the Dispatch Center, the airhorn sometimes sounds faded or does not work at all.
e) T-Rex Basket Control Fix - when the player moves the basket and then releases SHIFT-key, the 'power' is abruptly applied to the main boom, which will then suddenly move up or down much too fast.
f) Decreased 'Fast Driving' Times - in their current state, they rather force the player to drive as carelessly as possible.
g) Parking Brake - disengage prior to rolling out and engage when arrived and stopped on scene.
h) Turn Indicator Fix - front turn indicators are not working properly on Walk-In Rescue Truck.
3.2 NEW CONTENT
a) Q-siren - a custom to any American fire apparatus.
b) Water Tank - the engine should have a limited water tank so it could pump water even without having a water supply line established.
c) Drafting Water - the possibility of setting up suction lines to draft water from an open water source, such as a pond or lake etc.
c) Pump Controls - the player should have the possibility to start the pump, choose between external water source or vehicle's own water tank, select which inlets and outlets will be put into work and increase/decrease water pressure.
Although there are probably many more things, these are some of the aspects which first struck to mind after first impressions. Overall, it is truly an amazing game and I am eager to see it develop further.
NICEEEE
thanks i thought id not done it right with other change colour when done them
Ill clarify some of things I wrote. The driving issue comes down to is should not be race to the fire scene. Responding to a fire, the engine with water and hoses is almost always first in line. Followed by slower ladder trucks, tankers, and medic units. I know medic units are not slower but still they are last in line for a fire response.
The my view of the victim issue has became increasingly game breaking to me. A fully conscious "victim" needs to be rescued from a back room with a window that they could have opened and fell out. Also a mission has the player cut down a locked bathroom door to save a fully conscious "victim". I believe this victim was 10 feet from an exit door as well.
"Victims" are being found on floor one UNCONCIOUS 10 feet from the front door, when floor two has room and contents fire.
A simulation of that fire, is the home owner is outside and states an all clear from the structure. Skip the primary search and go attack the fire hard.
Yes, I could turn the quench indicators off. I missed that setting. Thank you.
However please put a setting in to control how resistant the fire is to water. The spread of the fire is almost perfect, but the fire is way too hard to put out. This is a "simulator" not a "game".
Thanks for reply from the Developer.
Ill clarify some of things I wrote. The driving issue comes down to is should not be race to the fire scene. Responding to a fire, the engine with water and hoses is almost always first in line. Followed by slower ladder trucks, tankers, and medic units. I know medic units are not slower but still they are last in line for a fire response.
The my view of the victim issue has became increasingly game breaking to me. A fully conscious "victim" needs to be rescued from a back room with a window that they could have opened and fell out. Also a mission has the player cut down a locked bathroom door to save a fully conscious "victim". I believe this victim was 10 feet from an exit door as well.
"Victims" are being found on floor one UNCONCIOUS 10 feet from the front door, when floor two has room and contents fire.
A simulation of that fire, is the home owner is outside and states an all clear from the structure. Skip the primary search and go attack the fire hard.
Yes, I could turn the quench indicators off. I missed that setting. Thank you.
However please put a setting in to control how resistant the fire is to water. The spread of the fire is almost perfect, but the fire is way too hard to put out. This is a "simulator" not a "game".