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[EM4] Suggestions/Ideas Thread: (Revised)


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#41 Guest_Zohar_*

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Geschrieben 24 Dezember 2008 - 07:53

Is it possible to have a PD cruiser follow a runaway car or suspect? So after you get like 5 cop cars on a runaway car he gives up, that would be fun, cause right now you have to keep clicking and it gets annoying, and the heli is to easy since alot of guys on high speed chases dont jump out when they see a helicopter.

#42 pyrothijs

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Geschrieben 24 Dezember 2008 - 02:52

Is it possible to have a PD cruiser follow a runaway car or suspect? So after you get like 5 cop cars on a runaway car he gives up, that would be fun, cause right now you have to keep clicking and it gets annoying, and the heli is to easy since alot of guys on high speed chases dont jump out when they see a helicopter.


No chases by police cars aren't possible. The cars would drive through buildings etc, they would not follow the roads.

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#43 Guest_boabthefish_*

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Geschrieben 24 Dezember 2008 - 03:17

Hey i know this may be a little late but anyways, here is a ideo for hoppahs mode,

What about having an ems dispatch at the hospital like the fire dept for example, having mass casulty then ambulance then search and rescue and so on!


Just a suggestion

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#44 Guest_Zohar_*

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Geschrieben 24 Dezember 2008 - 05:37

No chases by police cars aren't possible. The cars would drive through buildings etc, they would not follow the roads.


Its not possible for one car to just follow another? I wasn't thinking a full on chase and swerving but just they follow it.

#45 MikeyPI

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Geschrieben 24 Dezember 2008 - 06:56

In Freeplay, no this is not possible, in a mission if your vehicles are following a pre-defined path you can make them follow one another but in the open world of freeplay the path finding is actively done by the vehicles and the trailing vehicle just goes to the last position of the vehicle and stops instead of following it. (IE: the position it was on the map when you told it to follow it) We can't make the cars find an active path to the target, the helo script works differently and makes the cars become non-collision objects so they drive through everything directly to the target. We do not know a way to fix this and every attempt we've made has ended the same way.

Its not possible for one car to just follow another? I wasn't thinking a full on chase and swerving but just they follow it.


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#46 jab16

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Geschrieben 24 Dezember 2008 - 07:42

I appoligize if this has already been asked but what about a swat commander that can call any swat vehiclel from out of the map to a designated position in the freeplay map i just was not sure because you all said there would be no police sargent but i did not know if that meant swat too. any commints would be great

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PS: christmas is tomorrow :laugh:

#47 MikeyPI

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Geschrieben 24 Dezember 2008 - 08:12

In all honesty, there is no need for a S.W.A.T. Commander either for the fact that really when you need swat you're sending either the vic or one of the apc's anyway to address the problem. Having another unit would just take more work to employ and it would not add a ton of new features to the mod. The reason the Fire/EMS have that option is because sometimes you have missions that are more involving and can require more assistance. With TEC and PD missions, they tend to be straightforward with the exception of the rioting/protesting people, they can require more assistance but we can't make more commands for the cops. Aside from that most the time it isnt too hard to just summon a car either.

I appoligize if this has already been asked but what about a swat commander that can call any swat vehiclel from out of the map to a designated position in the freeplay map i just was not sure because you all said there would be no police sargent but i did not know if that meant swat too. any commints would be great

Regards,
Jab16

PS: christmas is tomorrow :laugh:


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#48 billyfromhill

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Geschrieben 24 Dezember 2008 - 08:42

How about adding the ability to stabilize to the FF/PMs? I hate it when I heal somone fully with a PM and then when I go to transport them, they'll die if I don't use a chopper. It's annoying when I have to get a PM to heal them again.

#49 MikeyPI

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Geschrieben 24 Dezember 2008 - 08:56

I am pretty sure that with these scripts it is either one or the other. The Unit can either HEAL or Stabilize, not both.

Edit: Some posts have been cleaned out, nobody did anything wrong, just doing some cleaning:) The responses were kept to the suggestions wherever possible so that the ones not added to the list up front are still noted.

How about adding the ability to stabilize to the FF/PMs? I hate it when I heal somone fully with a PM and then when I go to transport them, they'll die if I don't use a chopper. It's annoying when I have to get a PM to heal them again.


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#50 MikesPhotos

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Geschrieben 24 Dezember 2008 - 10:46

I appoligize if this has already been asked but what about a swat commander that can call any swat vehiclel from out of the map to a designated position in the freeplay map i just was not sure because you all said there would be no police sargent but i did not know if that meant swat too. any commints would be great

Regards,
Jab16


The problem with this is the fact that, at this time, no unit is able to call an "Off Map" unit which is why you are unable to call for tow or engineer or any other off-map only unit.

How about adding the ability to stabilize to the FF/PMs? I hate it when I heal somone fully with a PM and then when I go to transport them, they'll die if I don't use a chopper. It's annoying when I have to get a PM to heal them again.


Can you give us some more information on your issue since I've never had any problem with patients dieing? If the patient is fully healed, you should be able to transport via any ambulance with or without a Paramedic inside and make it to the hospital with no problem. The only way I can imagine having an issue is if you stop treatment and leave the patient unattended for an extremely long period of time before transporting. Even with the patient just above the ambulance ok to transport limit, you can still make it the hospital from even the farthest corner of the maps via ambulance. Remember, just like in real life though you can't just abandon the patient for long periods of time and expect them to be ok. If you stop treatment and let the patient just lay there unattend on the ground for an extremely long amount of time, you are going to have issues. One of the great things about the new version is for those who are really bad off, you can have more then one medic team on them at once now and boost their health up faster.
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#51 billyfromhill

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Geschrieben 24 Dezember 2008 - 11:04

The problem with this is the fact that, at this time, no unit is able to call an "Off Map" unit which is why you are unable to call for tow or engineer or any other off-map only unit.

I though that with the new standby commands, units are able to be called from off map if no vehicle was available. If that is correct, I see no problem calling SWAT (or any unit for that matter) from off map. Correct me if I am wrong.

Can you give us some more information on your issue since I've never had any problem with patients dieing? If the patient is fully healed, you should be able to transport via any ambulance with or without a Paramedic inside and make it to the hospital with no problem. The only way I can imagine having an issue is if you stop treatment and leave the patient unattended for an extremely long period of time before transporting. Even with the patient just above the ambulance ok to transport limit, you can still make it the hospital from even the farthest corner of the maps via ambulance. Remember, just like in real life though you can't just abandon the patient for long periods of time and expect them to be ok. If you stop treatment and let the patient just lay there unattend on the ground for an extremely long amount of time, you are going to have issues. One of the great things about the new version is for those who are really bad off, you can have more then one medic team on them at once now and boost their health up faster.

I sure can. For example the airport mission in the LA mod. I carry the injured people out of the shops/departure lounges and take them to the lobby. I heal them up and then leave them there while I put out the fires. I usually keep at least one PM in the general vicinity of the "triage area" to heal new PTs coming in. When I call the RAs for transport, usually the first person I healed has had their health drop down far enough to warrant a "reheal" by a PM.

#52 MikesPhotos

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Geschrieben 25 Dezember 2008 - 12:07

I though that with the new standby commands, units are able to be called from off map if no vehicle was available. If that is correct, I see no problem calling SWAT (or any unit for that matter) from off map. Correct me if I am wrong.

That is still something that is being tested. The only real use will be for more calls will be for groups of units since there is no use putting in tons of coding and testing hours and adding more buttons, for something that can be done just as easily and quickly with just the F1-F4 commands.

I sure can. For example the airport mission in the LA mod. I carry the injured people out of the shops/departure lounges and take them to the lobby. I heal them up and then leave them there while I put out the fires. I usually keep at least one PM in the general vicinity of the "triage area" to heal new PTs coming in. When I call the RAs for transport, usually the first person I healed has had their health drop down far enough to warrant a "reheal" by a PM.


Just like in real life, if they required ALS care, you cannot stop providing care for any great (and I do stress GREAT) length of time. The unrealistic cheat for your way of playing would be to leave an EMT in that area to stabilize them after reaching full heal. In that mission, you should deploy the MCU or a stream of ambulances and start shuttling as soon as possible instead of leaving patients unattended.

That isn't a bug or something that will be changed.
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#53 jab16

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Geschrieben 25 Dezember 2008 - 01:03

this is just somthing extra so instead of the same fbi and secret service unit mabie you could give them this secret service marked police car? Just an idea and if my idea offends anyone i apaligize for it.

Regards,
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PS: looks like port police car :prop:


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#54 MikeyPI

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Geschrieben 25 Dezember 2008 - 02:14

That is Federal Protective Services, they have been around for a while. Basically their purpose is to protect federal buildings, you will see that car around federal buildings mainly, not really straying too far away. That may have changed since they merged into the DHS system but I doubt it.


this is just somthing extra so instead of the same fbi and secret service unit mabie you could give them this secret service marked police car? Just an idea and if my idea offends anyone i apaligize for it.

Regards,
Jab16

PS: looks like port police car :prop:


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#55 MikesPhotos

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Geschrieben 25 Dezember 2008 - 03:05

That is Federal Protective Services, they have been around for a while. Basically their purpose is to protect federal buildings, you will see that car around federal buildings mainly, not really straying too far away. That may have changed since they merged into the DHS system but I doubt it.


Nope, you're exactly correct. They are the Federal equivalent of LA's General Service Police Department and the Los Angeles County Police Department (not LASD, LACoPD) which are basically security guards for their assigned buildings and property. The FPS in LA have an agreement, along with the FBI Police, that limits their jurisdiction to just the federal property, with only PC832 (think regular store security guard) rights and allowances off of federal property.

In Wash DC, you will find a special cooperation between the MPD and Federal Law Enforcement that is unique JUST to that area. You can read more about it here

But since this is LA, it wouldn't add anything to the game at all.
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#56 theparanoid

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Geschrieben 25 Dezember 2008 - 05:07

Having just finished an hour long free play game with la mod, it I wonder if it would be possible to move the USAR truck to station 2 and hazard mat truck to station 1. This way each station has resources to respond to car crash. Station one would have a light force and Paramedic enginee. Station two would then have Paramedic engine and USAR Truck.

I also would not mind have Paramedic with the light force.

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Geschrieben 25 Dezember 2008 - 08:03

A similar though: What if we got rid of the Hazmat Truck at Station 2 (You can still buy it or call for it of course) and replace it with the Foam Tender? Honestly, I can count the number of times on one hand Ive had to call for the Hazmat Truck and to me its taking up bay space that can be used by something more functional. Given the industrial area's and woods around Station 2 and up on that side of the map, it makes more sense. In addition, perhaps the Foam tender could come with a button allowing you to switch from Water to Foam? The foam could simply be represented by a slightly more powerfull stream or white stuff fom the cannon. If in foam mode, you wouldnt be able to do rapid deployement or use a hose line (or you could). just some thoughts.

#58 Grim_Wizard

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Geschrieben 25 Dezember 2008 - 05:18

Having spent a good portion of my fire career, going on 14 years now, in Wildland and Forestry, I've only been on 2 incidents that involved smoke jumpers, 1 in California (Shields Fire) and 1 in Colorado. While Region 5 does have Smoke jumpers based 542 miles north of LA in Redding, the topography and accessibility of most areas in Southern California have made Helitack much more useful and effective. Stating with 1.7, you now have this ability in the game to transport a helitack crew of LA City or USFS firefighters into an area with extinguishers and axes to create fire breaks and put out fires in hard to reach areas. This is consistent with the tactics and resources utilized in the Angeles National Forest and both SRA (State Resource Area) and LRA (Local Resource Area) wildland, forest, and urban interface lands.




Unlike many areas of the US, set packages and alarms are not found in the LAFD, but instead, as discussed numerous times throughout this board, there is a complex algorithm used to dispatch units to calls based on availability, nearest ALS or BLS resource and type of call. The whole point of the game is to correctly manage your units and dispatch the appropriate ones to the call without completely depleting your units for the next call, just like in real life. With set dispatches, you run into the other problem of being tied to just on screen units that may or may not be available. What if its in an area where an LACoFD squad and a BLS ambulance might be more appropriate of a response, or an ALS engine and a bls ambulance, or an ALS ambulance and a light force? The combination's that are possible with the new and accurate EMS system are staggering and allow for the player to pick the best grouping for the call based on type, location, and resources allocated already.


Hmmm, well I live in a sleepy little town so I'm not accustomed to more citywide usage of response.
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Geschrieben 25 Dezember 2008 - 06:24

A similar though: What if we got rid of the Hazmat Truck at Station 2 (You can still buy it or call for it of course) and replace it with the Foam Tender? Honestly, I can count the number of times on one hand Ive had to call for the Hazmat Truck and to me its taking up bay space that can be used by something more functional. Given the industrial area's and woods around Station 2 and up on that side of the map, it makes more sense. In addition, perhaps the Foam tender could come with a button allowing you to switch from Water to Foam? The foam could simply be represented by a slightly more powerfull stream or white stuff fom the cannon. If in foam mode, you wouldnt be able to do rapid deployement or use a hose line (or you could). just some thoughts.


I agree with that. It does make more sense to station a Water Tenderer at Station 2. I've had to call them in a number of times off the map for industrial area fires. Also, maybe a few parking spaces at the hospital (if feasable) to maybe park an EMS Captain car, Coroner's Van and spare ambulance.

#60 Paramedic_Engine_2

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Geschrieben 25 Dezember 2008 - 06:44

How about adding a few storms where trees fall down in the road and FD has to go cut it out of the road. Down in GA, when there is a storm, FD is running calls all night and removing trees from roads, etc.

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