911 Operator

911 Operator

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A few questions about equipment, AI, and call termination.
Hi,

I've been wondering for a while, what's the difference between the fire suit/bunker gear and the SCBA/oxygen mask? I understand the difference IRL but I'm not certain as to the in-game difference I always equip my non technical ff personnel with both and never have they gotten injured from fire so are both needed for fire protection or does the type of fire matter? i.e. building fire needs SCBA but garbage fire doesn't?

Second question, how does the game pick who does what at an incident? recently for example a paramedic got hurt trying to put out a building fire even though there were no casualties trapped by the flames, it was the burning school call and I sent 2 ambo's and 2 fire trucks after the injured were treated and the one severe injury taken away the second ambo crew decided rather than sit around while the FFs did their job they joined in the fray and got hurt. And to a much lesser extent FD or PD treating inured while EMS is already on scene in force and ignoring their own tasks like the raving maniacs with bats.

Final question, is there a way to terminate a call when responders arrive instead of having to sit through the dialogue? A few recent examples. Firstly I got the old lady complaining about the guys vandalising the shop and it happened to spawn about five seconds away from my fully tooled up 3 man riot control team, PD got there in seconds but I couldn't just end the call, Logically, and I've had this happen to me personally, as soon as units are on scene I'll put the caller on hold and deal with the units themselves for info etc. example the second, collapsed woman call same as above except with the blue/red pill question (I think, I'm not 100% certain) while EMS was on site almost immediately, and lastly with toaster fire, FD on scene yet call continued normally. I feel as though with few exceptions, such as incidents in large areas lie parks or shopping malls where units may need to be guided in the call should end rather quickly when units are on scene.

Thanks for sitting through this essay and hope you guys can help :)
Originally posted by Hibblejaybob:
Hi there. On you first question, you can hover over the equipment in the buy menu to get tool tips about what it does. Fire gear helps lower the risk of injury when dealing with fires, while the breathing mask lowers the risk of injury when dealing with chemicals. On that last part of your question, the answer is this: the units in the game have enough equipment by default(IE all slots empty) to complete their jobs. When you add equipment to them, you are providing bonuses to get those jobs done quicker and safer.

On your third question, this is an oversight in the game. In real life, it relatively rare for the emergency services to arrive before the initial details of a call have been taken, but for our game, the distance values are reduced, so it is possible to happen. Because our game bases your reputation on how you handle the call, it is not possible to end the call early penalty free.

For your second question, I'm actually not sure of the exact dynamics, I'll put it to the dev team and see what they say.
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Hibblejaybob May 27, 2019 @ 6:00am 
Hi there. On you first question, you can hover over the equipment in the buy menu to get tool tips about what it does. Fire gear helps lower the risk of injury when dealing with fires, while the breathing mask lowers the risk of injury when dealing with chemicals. On that last part of your question, the answer is this: the units in the game have enough equipment by default(IE all slots empty) to complete their jobs. When you add equipment to them, you are providing bonuses to get those jobs done quicker and safer.

On your third question, this is an oversight in the game. In real life, it relatively rare for the emergency services to arrive before the initial details of a call have been taken, but for our game, the distance values are reduced, so it is possible to happen. Because our game bases your reputation on how you handle the call, it is not possible to end the call early penalty free.

For your second question, I'm actually not sure of the exact dynamics, I'll put it to the dev team and see what they say.
Hibblejaybob May 27, 2019 @ 6:34am 
Okay, got a reply! The answer is that the most skilled people will try and deal with that incidence, but noone will just 'sit around'. So, in your case, when the injured people were treated, the paramedics have nothing else to do, so will try and assist with the fire - hence why they get injured.

Managing the crews is the player's responsibility, so if their job is done, you should be thinking about sending them elsewhere.
Shadowwolf0357 May 27, 2019 @ 11:21am 
Many thanks for your help mate :) I completely misread the tooltips for the ff gear. Cheers
Hibblejaybob Jun 2, 2019 @ 7:16am 
No problem
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Date Posted: May 21, 2019 @ 7:12pm
Posts: 4