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1. The calls must be randomised more. Or maybe there should be more incidents to respond to. Some calls made are WAAAY too often. For example the unconsious man. I once got the call twice, then a different call, then AGAIN unconsious man. If you play a map, you really face all incidents really. I had to face an earthquake to start receiving distress calls..
2. Current reputation should be visible in the squads menu.
3. Interchangable equipment from resources to staff. Why should I have to disarm a polisman to arm him with a different firearm? Also there should be a short sound when equipping.
4. Again stated on a different post. Vehicles should also have equipment boxes. Upgrading speed, or medical equipment, or firetruck pumps etc.
5. Why not having a "calling all units" button to a single location?
6. Shouldn't there be an option to fire a staff member? Or rename him?(and renaming the unit). Or training for better stats?
Once more, great game. Would like to see it get better and better!
No opinion
With "stop everything they're doing", you don't mean if they are already answering other calls, right? If you do mean that, it should only be restricted to lesser things like "noisy party", for them to drive off and help a collegue who is under fire.
This is very much needed, and realistic. So if you lose track of the car thieves, they can be found again if they pass by any of your units and they recognize the plates. Or even BOLO's concerning people, someone who has fled a scene by foot or someone who the police just wants for a crime that happened some time ago.
This would be nice, since people do different crimes during the day and the night. Like more people partying and drunk driving at night, as you said.
Not interested personally, but I know many people would like to know console commands and cheats, for either customising their playthrough, making it easier, or for modding and debugging.
Yes. I get too many people found unconscious on the street, as well as the lady who yells "MY KITCHEN IS ON FIIIRE!" and the guy who accidentally call 911 in his pocket all the time. But this is something I bet the devs are always working on, as they probably want to release more content, and the easiest new things to release for this game would be new types and varieties of crimes, which would lower the frequency of the same one showing up all the time.
Yeah, why not?
Yeah, I just want to drop a new equipment on his already occupied equipment slot, and it should just switch em around.
That's a good idea. Something like putting a shotgun or assault rifle in the vehicle equipment slot instead of the policemen wielding them all the time. One thing this could do is that suspects wouldn't be as intimidated/forced to incite violence when they see a cop with just standard pistol, but if they do start a fight, the cops can get some firepower from their vehicle (though with some sort of delay penalty, compared to cops that are armed with these weapons from the get-go, since they have to retrieve the weapon from the trunk during a fire fight.)
What would this do? Would it work like above-mentioned "panic button"? Would it call *all* units, even those engaged in other calls, or just those patrolling?
- Is there any reason in the game for firing staff? Except saving money from their salaries? Maybe if the devs want to get complicated, the staff can handle their calls badly, like a police escalating a situation that turned out deadly when it didn't need to, or a paramedic who treat a patient wrong and cause harm, etc. and thus they gain some automatic popularity penalty for each Duty you still have them employed.
- Of course I would like the option to rename them, or at least randomize a new character for me to hire of whom I can give a name of my choosing. Also, would there be any way for the game to recognise which country you are playing in and somehow find names native to that country? Like how I play Stockholm, but no one has swedish names. Just a lil think to help immersion, it doesn't ruin it for me.
- Training for better stats would be awesome. There could be many different training programmes, like how to calm down violent people, special tactics training, getting better and shooting or driving, etc.
I have one suggestion of my own, a small one that I just remembered. I want an easier way to organise in what order my squads should appear in the squad list. When you start out, police is on top, medics in the middle, and firemen at the bottom. When I hire a couple of more police teams, they are placed at the bottom. But I want them at the top with their police buds. Maybe there is some way t o do this already which I couldn't work out, but I would like a drag-and-drop here. Just press and hold the icon of the squad (the vehicle) and drag it to wherever, and the other icons lighting up and/or moving aside, and then drop it.
As for firing the staff, as Savage Beatings very well said, this would be to save money. Say for example, I have an officer with mediocre stats, and I see a better one available for hire. Why not firing the old one?
As for your suggestion, I think its good, yeah. The arrangement in the squad menu is a bit messy. It needs some work. Sometimes one has to reclick all red/white/blue buttons above to completely disappear everyone, and then re-press the one desired. But I think all these are in the devs plans..
When the sh** is hitting the fan I'm pretty sure it is happening IRL. Again, my objection is mostly based on the way the available units are abstracted in-game. In real life you would have anywhere from ten to a hundred times as many units available to dispatch.
Like I said elsewhere (as did the devs), it actually wouldn't save you any money anyway. Only the staff members currently assigned to vehicles cost money.
Didn't know abou the staff not assigned not costing money. Thats good.
A) Special Investigation Units (in Canada at least) or CSI who must mop up at a crime scene after shots are fired, or serious altercations that involve death, sexual assualt, and other events that require investigation.
B) Im not sure if its possible given how the game uses online maps resources, but could it be possible to increase the amount of 911 events in higher density areas? eg) where i live, Niagara Falls, theres a entire police unit dedicated to the tourist area by the falls to prevent muggings,suicides etc. Or in NYC, along 5th avenue.
C) Paramedic bycycles - operate in the same way a police bicycles (police and paramedic bikes can be seen in tandem throughout the tourist district of my city, as a example)
D) Repeat calls <maybe a bad idea> during events such as a house fire or car crash, multiple people would call 911, adding to the immersion the operator would have to pay attention to the address of the call in order to quickly identify that the call was already reported, and not waste further time with questions.
E) more voice content / a couple of different butt dials (i know your likely adding more voice content and scenerios in the future, but just 3 or 4 different butt dials would go a long way)
F) Hospital / police station capacity: <maybe a bad idea> hospitals and police stations could have occapancy boxes like the vehicles do, so if you find your ambulances constantly favouring the same hospital the ER gets swamped and the ambulances need to be rerouted to another hopsital.
G) Public Appreciation Events and patrols: occasions like city fairs, sport events, marathons, appreciation days at elementary schools, (even polar bear dips) tie up resources like medical and fire services (granted they are pre-arranged, and not 911 events).
I really have been enjoying this game, keep up the great work
But before ANYTHING.... Fire staff member option PLEASE
There are some of my suggestions mostly regarding events customization/more complex events and less gunfire:
A) Option to adjust events in free games - at the start or at the deployment menu you could adjust number of incidents, perecntage of types, or maybe even subtypes.
*reason: Unbalance of difficulty in early vs late game. Early game is challanging and pressing decisions need to be made often - it brings very interesting feelings and I guess it is the best of the game. While later stages miss that pressure moments and really many things need to go wrong at once to get you into that feelings. Once you know you have always someone on patrol or you can send regularly 2-3 police cars to respond an event and still keep some in back there is not much that would throw you out of balance. Even detailed menu with each event and % chance of spawning slider would be great. So anyone could tune the settings to the location they are playing. Also the aggressivness and weapon selection for suspects should be customizable. Gunfire in europe is not that common as in US so it feels a bit odd that many police intervetions end up with gunfire even the very less likely ones like pickpocketing while the suspect is not even armed.
B) Better use of non-lethal weapons/tools for police. Rubber ball shotguns, pepper sprays or tear gas should be added along with tweaked mechanisms so that the attacker would be only stunned and arrest could continue. Also aggresivness of suspects should be determined by comparing their numbers/number of your staff and equipment before fight is triggered. Lonely police officer with no equipment and 5 drunken guys would likely trigger fight quickly. But 2 officers with m4s and tactical vest should make it that weaker suspects should less likely consider fighting them or when you throw in 3 cars with police officers. Simply if the odds or against criminals it is pointless for them to risk getting shot - drunk suspects could be more aggressive but generally weaker and easy to pacify with non-lethal tools, only really determined gangsters should very likely fight and crazy people should be unpredictable but still use of firearms could be limited - especially against unarmed or not armed by guns.
C) Call/event editor - so you can focus on improving the game core and I am sure that the community will provide enough interesting content.
D) Firefighters tasks. They feel a bit underutilized compared to Emergency game series but maybe my event random generator just prefers shooting with police officers (*A+C) suggestions would solve it). It is strange to call firefighters to tow a car - we have police to do it here or private companies that are called by police officer. So to get rid off the car blocing traffic only the police officer could be enough. On the other side - doctor is needed to proclaim dead here but in-game even police officer is enough.
E) Global events - hardcore mode - selectable tunable ( could be part of the options included in *A) suggestion) - environmental (extreme weather) - strom - risk fires/no electricity(criminal activity)/flooded basements/car accidents/etc. ; hot dry weather - risk of fires/increase of medical incidents ; Cold - car accidents/water pipes broken/increase of people injured (broken legs/homless or drunken freezing). Global event would increase dramatically spawn of certain types of events. - global event would just include list of events with multipliers that would temporary override basic settings. (Easy to implement I guess) So some events could be normally at 0% chance but only global event could trigger them or vice versa.
F) Chain of events - when event is ignored it could respawn at the same spot but with linked conseqences of the ignored event. Example: Spilled chemicals -> 10% fire or 30% injured person or 60% nothing (chemcials vaporzied/washed away). Fire spreading etc.
Another example could be broken railroad crossing that could lead to bad accident if left ignored.
G) Multiple linked events spawned - Example: Victim (medical help) + suspect running away (police). This could be used to spawn additional events by event that is already in game. Example: Drunken driver - every minute (more or less/or when ignored) that this event is in play there would be % chance it would spawn heavily/injured victim of his driving nearby or a car accident.