Firefighting Simulator - The Squad

Firefighting Simulator - The Squad

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Wolfbite Nov 19, 2020 @ 4:38am
Wish List for the Game
So far I am loving the game, tho there are a few things that I would like to see added in the future.

  • Combi Nozzles - able to use Fog
  • Use of Foam - So you can fire larger Oil Fires
  • Roof Ventlation
  • RTC's - Road Traffic collisions
  • Ground Monitors - some fires it would be nice to set one to just suppress and area
  • Open World - Random Call outs

I would Love to hear from the developers if any of these are planned or not likely to happen. Would also be interesting to hear other players Idea's
Originally posted by gq118:
Thanks for the feedback guys, we will add it to our list and evaluate any upcoming features. Keep them coming!
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Showing 31-45 of 65 comments
Cugix Nov 20, 2020 @ 7:45am 
Originally posted by m.kaisers:
Originally posted by AliensRreal:
I just copied this from my review. Please read.
The best firefighting "sim" game on the market. I have four main issues with the game. #1 Please allow the player to be first due and not follow behind a slow ai. #2 I am a real firefighter, please stop putting a victim in every fire. Its just not a common thing on every fire. #3 I may have missed it, Where is free play? The devs know how to make a great complicated game but I want something like EmergNYC.#4 Please make the fire more reactive to water streams, and remove the water droplet icons. The fire almost seems too powerful. Most non firefighters won't understand, but I'll try to convey my opinion. I can walk up to a fire on a transitional attack through a window and put 10 to 15 seconds on water in that room and reset the fire. The fire needs "nerfed" a little, but the rate of spread is almost spot on.

Hi @AliensRreal,

first thanks for your feedback and suggestions! We will note it down and we will evaluate it internally as well as the other suggestions which were dropped here.

#1 I'm not sure if you are talking about the driving part. If so: you can always overtake the AI truck. Please let me know, if you meant something else. :)
#2 There are also missions without any victims as well as missions with (un)conscious ones, which are not placed next to the fire. Let me know here too, if you meant something else :)
#3 Free-Play isn't implemented.
#4 As Neon already said regarding your indicator hint, you can switch off the quench indicators as well as other things in the settings.

All the best,
M.

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.
Antikcommando Nov 20, 2020 @ 7:54am 
Originally posted by ;2968397584540205605:
Originally posted by m.kaisers:

Hi @AliensRreal,

first thanks for your feedback and suggestions! We will note it down and we will evaluate it internally as well as the other suggestions which were dropped here.

#1 I'm not sure if you are talking about the driving part. If so: you can always overtake the AI truck. Please let me know, if you meant something else. :)
#2 There are also missions without any victims as well as missions with (un)conscious ones, which are not placed next to the fire. Let me know here too, if you meant something else :)
#3 Free-Play isn't implemented.
#4 As Neon already said regarding your indicator hint, you can switch off the quench indicators as well as other things in the settings.

All the best,
M.

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.
+1 If you always drive behind the AI truck, you always arrive in average time. They waste a lot of your time and I have the impression that the developers did it on purpose to make the AI trucks leave in front of you on a lot of missions.
Raptor43ca Nov 20, 2020 @ 10:29am 
Hi,

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.
Dullahan Nov 20, 2020 @ 12:31pm 
Right now my biggest gripe about the game is the lack of communication options in multiplayer.. be it chat, voip, or in-game messages / requests selected via a radial menu - things like.. need assistance, rescue victims, affirmative, negative, breach this.. door/window/wall, need a ladder. Not everyone likes discord, or external programs, and it's really needed for random public matches.

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.









Ratz | Big_Al Nov 20, 2020 @ 3:48pm 
Im absolutely loving the game, but like others I would love to eventually see it with an open world option and the possibility of having more than 4 people in the game, like having lets say 16 people for operating the trucks and adding command cars so an officer can get on scene and command from the outside and decide who responds to what calls in the open world environment.

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
Sutphen Nov 21, 2020 @ 10:17am 
Bought this game a couple of days ago and I'm absolutely loving it. This was exactly the type of firefighting game that was still missing from the market. At its current state it is not overly simulating, but also not too arcadey. I would, however, wish for the game to further expand and improve its simulation properties. Some base game updates should be free, while I would gladly support the developers by purchasing content addons.

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.
Last edited by Sutphen; Dec 4, 2020 @ 11:34pm
ryan180495 Nov 22, 2020 @ 10:25am 
When a mission has a dice in the top right corner what dose it mean plz some help
Last edited by ryan180495; Nov 22, 2020 @ 12:47pm
thiagão Nov 22, 2020 @ 10:34am 
Originally posted by OdnulaSrevliS:
Bought this game a couple of days ago and I'm absolutely loving it. This was exactly the type of firefighting game that was still missing from the market. At its current state it is not overly simulating, but also not too arcadey. I would, however, wish for the game to further expand and improve its simulation properties. Some base game updates should be free, while I would gladly support the developers by purchasing content addons.

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.

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.
d) New Types Of Emergencies - vehicle accidents, rope rescue, water rescue.

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.

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.

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
ryan180495 Nov 23, 2020 @ 2:18am 
Can one of the dev answer my last question please
Sutphen Nov 23, 2020 @ 2:42am 
Originally posted by Ryanthompson95:
Can one of the dev answer my last question please
It means that this specific mission has a randomness factor added to it, so that each time one plays through it, the fire has a different spread, different windows are open or closed, different doors are locked or unlocked etc.
Last edited by Sutphen; Nov 23, 2020 @ 2:43am
ryan180495 Nov 23, 2020 @ 5:23am 
Originally posted by OdnulaSrevliS:
Originally posted by Ryanthompson95:
Can one of the dev answer my last question please
It means that this specific mission has a randomness factor added to it, so that each time one plays through it, the fire has a different spread, different windows are open or closed, different doors are locked or unlocked etc.

thanks i thought id not done it right with other change colour when done them
jeff1963 Nov 23, 2020 @ 10:40am 
1st person perspective in all modes.
ryan180495 Nov 23, 2020 @ 12:49pm 
hi just a quick question can i use a wheel and controller at the same time. like wheel to drive and control to walk and do everything els asked in another form but no got back toe yet dose anyone know or try it yet
AliensRreal Nov 26, 2020 @ 11:55am 
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".

AliensRreal Nov 26, 2020 @ 11:58am 
Originally posted by m.kaisers:
Originally posted by AliensRreal:
I just copied this from my review. Please read.
The best firefighting "sim" game on the market. I have four main issues with the game. #1 Please allow the player to be first due and not follow behind a slow ai. #2 I am a real firefighter, please stop putting a victim in every fire. Its just not a common thing on every fire. #3 I may have missed it, Where is free play? The devs know how to make a great complicated game but I want something like EmergNYC.#4 Please make the fire more reactive to water streams, and remove the water droplet icons. The fire almost seems too powerful. Most non firefighters won't understand, but I'll try to convey my opinion. I can walk up to a fire on a transitional attack through a window and put 10 to 15 seconds on water in that room and reset the fire. The fire needs "nerfed" a little, but the rate of spread is almost spot on.

Hi @AliensRreal,

first thanks for your feedback and suggestions! We will note it down and we will evaluate it internally as well as the other suggestions which were dropped here.

#1 I'm not sure if you are talking about the driving part. If so: you can always overtake the AI truck. Please let me know, if you meant something else. :)
#2 There are also missions without any victims as well as missions with (un)conscious ones, which are not placed next to the fire. Let me know here too, if you meant something else :)
#3 Free-Play isn't implemented.
#4 As Neon already said regarding your indicator hint, you can switch off the quench indicators as well as other things in the settings.

All the best,
M.

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".
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