[WIP] THE RED WATCH aka RCMP mod (in SLOW progress)
#4741
Posted 16 March 2015 - 03:05 PM
We have a goal that we want to design a mod to allow a realism that YOU guys can relate and understand what it's like to deal with. There are so many variety of calls it prepares you for the next tone. We're hoping to incorporate 911 calls that will provide a challenge and critical thinking. Granted, emergency 4 can be so limited when it comes to scripting but we can also stage a scenario that requires roleplaying as well. So, we want YOUR help, firefighters, paramedics and police officers, to help us how we should design most of our scenarios.
Our scripter is requesting a list of medical calls and he need them to be classified as: Minor, Moderate and Severe. They would need to be classed this way so he know which callout is easy, medium and hard in terms of difficulty and patient injury level.
We only have 3 of the normal + contaminated injured animations of vanilla EM4 I'm afraid. But don't worry, we are prepared to get creative, we just need your help. So fire away medical calls that you could think of, we will take them in considerations and will factor which ones are feasible and isn't.
#4742
Posted 16 March 2015 - 03:15 PM
One of the foundations of making this modification is that we want to put an emphasis on the recognition we have for the real life emergency first responders and the challenges they have to face on a day to day basis.
We have a goal that we want to design a mod to allow a realism that YOU guys can relate and understand what it's like to deal with. There are so many variety of calls it prepares you for the next tone. We're hoping to incorporate 911 calls that will provide a challenge and critical thinking. Granted, emergency 4 can be so limited when it comes to scripting but we can also stage a scenario that requires roleplaying as well. So, we want YOUR help, firefighters, paramedics and police officers, to help us how we should design most of our scenarios.
Our scripter is requesting a list of medical calls and he need them to be classified as: Minor, Moderate and Severe. They would need to be classed this way so he know which callout is easy, medium and hard in terms of difficulty and patient injury level.
We only have 3 of the normal + contaminated injured animations of vanilla EM4 I'm afraid. But don't worry, we are prepared to get creative, we just need your help. So fire away medical calls that you could think of, we will take them in considerations and will factor which ones are feasible and isn't.
Soo...to add to this message.
You guys want all kinds of stuff. I obviously can't add them all. My judgement tells me that I should only make 6 medical callouts at this current stage of production. Of these 6, 1 will be minor, 1 will be vanilla EM4 style, 2 will be moderate and 2 will be severe callouts (which have complex stuff in them)
Of each callout, there will be a further 3 variations of each, except the complex ones. The complex ones will only have 2 variants.
So the math is this:
- (4 of the callouts * 3 variants) + (2 callouts * 2 variants)
- 12 + 4 = 16 different callouts. This isn't easy or simple. But I'll do what I can.
- 12 + 4 = 16 different callouts. This isn't easy or simple. But I'll do what I can.
- Vanilla EM4 will be simply having a random person on map get injured. I will add some variation in it. Some patients are already dead, others are just minorly injured
- The other specific events will take place inside OpenHouses and make use of props (people trying to help, bystanders that need to be questioned, objects relating to the medical event, etc)
So why are we only doing medical calls now?
- Because the scripting portion has just started and I'm still finding the limits of this game. I choose to focus on medical calls because they are relatively easy to script compared to other calls. Even PD calls are harder.
#4743
Posted 16 March 2015 - 03:21 PM
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#4744
Posted 16 March 2015 - 04:24 PM
Im an eight year experienced fire/ems dispatcher in my hometown. Its not Canada, but would be happy to help out the mod team in anyway that I can if you are looking for that type of assistance.
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Feel free to suggest something
#4745
Posted 16 March 2015 - 04:34 PM
Here is a link to my counties ems protocols.
http://county.milwau...rival_33105.pdf
Pretty much every basic complaint is in there, and this could be tweaked for calls/responses as you guys see fit and of course as much as the game allows
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#4746
Posted 16 March 2015 - 05:15 PM
Hello! I'm trying to write what I think can be useful, let me know if it's ok the way I'm doing this.
I have few scenarios, the same scenarios can have different levels of complexity. (I used "minor", "moderate" and "severe" referring to the scene, not only to the patient's situation)
I'm not considering car accidents.
Suggestion/question: to improve realism, try to get the "CPR time" (the orange bar) longer (in order to get an ALS unit to the scene) but also longer to fill...is that possible?
1 - Elder needs assistance: Minor - Pt. found seated in the living room, feels sick and needs to get to the hospital
Moderate - Pt. fell in his house (add trauma equipment)
Moderate 2 - Pt fell in his house (add trauma equipment and require ALS assistance)
SEVERE - Pt requires immediate medical assistance, can't open the door, a dog inside the house will attack paramedics (requires ALS unit, Police, Fire Department and ladder if not accessible otherwise)
2 - Young man attempts suicide: Minor - Pt. had NON lethal drugs. Get him to the hospital. (needs bystander to be questioned)
Moderate - Pt locked the door (requires FD)
Moderate 2 - Pt. Found unconscious, requiring ALS unit. (for proper medical treatment on scene, you need to find the empty blister or question bystanders)
SEVERE - Pt. unconscious, not breathing. requiring ALS unit. Efforts on CPR are non effective, the patient is declared dead. Investigate on his death, finding drugs and, eventually, a suicide note (requires ALS unit, PD, CSI)
...Thinking more if these are ok
#4747
Posted 16 March 2015 - 06:34 PM
#4748
Posted 16 March 2015 - 07:57 PM
I think it would lend fantastic credit to your mod if you incorporate realistic features in medical callouts never seen before. For example, false callers (who you have no idea are lying until you actually roll up and treat them, then you could hand them over to the cops if you wanted) and walking wounded/treatable on scene. As with the difficulty of information in real life, you could also have an event turn out completely different from what initially comes in.
#4749
Posted 16 March 2015 - 08:55 PM
I think it would lend fantastic credit to your mod if you incorporate realistic features in medical callouts never seen before. For example, false callers (who you have no idea are lying until you actually roll up and treat them, then you could hand them over to the cops if you wanted) and walking wounded/treatable on scene. As with the difficulty of information in real life, you could also have an event turn out completely different from what initially comes in.
False callers happens occasionally, usually there's just no sign of them when we get there... I like the idea of treating/discharging on scene, some things are simple enough to sort out so there's no need to convey. For example, elderly fall with no injuries, help them up off the fall, do some checks and leave them at home.
Calls not being what was given to us does happen regularly, for various reasons really. Bystander phoning Ambulance not knowing whole story, miscommunication, call taker assuming the worst (In the UK, there's also 111 referring pointless calls back to the 999 service...), etc. The list can go on. There's not really much benefit of this ingame, however scripted, unless there's some new form of treating where different calls require different treatments. As an example, report of cardiac arrest actually being a fall or something completely different would make no difference in game. The only way I can see misinformation happening in game would be probably too extreme to be realistic, eg report of RTC, actually collapsed person.
Looking forward to seeing the new team progress
Executive Director: Forum Child Watch
Think a lot. Say little. Write nothing.
-J.P. Morgan
#4750
Posted 16 March 2015 - 09:13 PM
I really like the treat-and-release-patient idea, we do a fair amount of Pt refusals around here, especially with MVAs and falls.
One call we have every now and then is a Well Being Check. PD or Fire will get a call from someone about the fact that the person they are calling about is not answering the door or the phone. I think this would be a good type of call for this game because both PD and Fire/EMS go.
I'm sure this would be very hard to script and I don't know how it could be made for the incident to spawn in a house, but:
Units get on scene:
- House is Locked
- Person answers door and everyone can go in service
or
- Door must be forced by FD
Once inside the residence (If not a good-intent call):
- Person is there and injured
- Nobody is home
#4751
Posted 16 March 2015 - 10:43 PM
Brand new Whelen Freedom Optical orbs, HID headlights and Halogen wig-wag flasher coronas.
https://www.youtube....eature=youtu.be
This is the first of it's kind, never seen anywhere else.
#4752
Posted 16 March 2015 - 11:45 PM
With transporting though, most people tend to believe that calling EMS gets them into the ER faster than just driving themselves in, and so they bite the $800+ Ambulance bill and call with their small issues. However with smaller issues the ER staff can make a patient that comes in with EMS wait in the waiting area, as there still is a "sickest/most injured get seen first". So those that call EMS with their small cough in hopes to get in and out faster get screwed with a $800+ bill and a 1-2 hour wait anyways.
Thats my rant. Like I said basing off what I see with my areas EMS, if the pt is requesting transport, EMS is incapable of refusing transport.
Regards,
RCMPDude1337
#4753
Posted 16 March 2015 - 11:51 PM
CFD- The lights on that engine are amazing
#4754
Posted 17 March 2015 - 12:19 AM
#4755
Posted 17 March 2015 - 12:30 AM
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#4756
Posted 17 March 2015 - 12:33 AM
Looking great! I'm in love with the HD effect.
I know I'm a bit late to the party but I saw your post about keep MP or not. If having MP would be ideal with where you are at now. Save what you have at this point in time. By vote members said they weren't worried about MP and wanted more single player options. Just an idea, maybe down the road when everything is set and done. You may find yourself wanting something more. And then, you may wish to add the MP as a separate mod for players who wish to play together. I'm sure you guys have plenty of backups, so why not keep one to the side just in case. Just an idea for thinking down the road.
You guys are doing amazing work!
*Real women love cops, the rest marry firefighters*
#4757
Posted 17 March 2015 - 12:47 AM
Looking great! I'm in love with the HD effect.
I know I'm a bit late to the party but I saw your post about keep MP or not. If having MP would be ideal with where you are at now. Save what you have at this point in time. By vote members said they weren't worried about MP and wanted more single player options. Just an idea, maybe down the road when everything is set and done. You may find yourself wanting something more. And then, you may wish to add the MP as a separate mod for players who wish to play together. I'm sure you guys have plenty of backups, so why not keep one to the side just in case. Just an idea for thinking down the road.
You guys are doing amazing work!
Hey Marshall welcome back!
I'd say that's a brilliant idea, good thinking.
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#4758
Posted 17 March 2015 - 04:26 PM
Quick question: May I use this as a fanbanner in my signature?
#4759
Posted 17 March 2015 - 05:09 PM
Thanks for your suggestion, Marshall, we will add MP later down the journey after the mod is released, if we have the manpower to do so. Right now it's just not on the table .Looking great! I'm in love with the HD effect.
I know I'm a bit late to the party but I saw your post about keep MP or not. If having MP would be ideal with where you are at now. Save what you have at this point in time. By vote members said they weren't worried about MP and wanted more single player options. Just an idea, maybe down the road when everything is set and done. You may find yourself wanting something more. And then, you may wish to add the MP as a separate mod for players who wish to play together. I'm sure you guys have plenty of backups, so why not keep one to the side just in case. Just an idea for thinking down the road.
You guys are doing amazing work!
#4760
Posted 17 March 2015 - 05:12 PM
^^ We'll be making fan banners today or tomorrow.
Thanks for your suggestion, Marshall, we will add MP later down the journey after the mod is released, if we have the manpower to do so. Right now it's just not on the table .
We could release an MP version without the mission script and new callouts. Just imagine base LA mod with RCMP vehicles.