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Madman

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Posts posted by Madman

  1. Nah I sent hoppah a PM recently, he even replied back, anyways randomized squad numbers would be great, I get tired of seeing 101 101 101 102 101 102, it's too repetitive, besides you can tell by the light bar and door markings.

    He would need to have separate models of each car and then the list of available vehicles would grow out of control. The mod would also take much longer to load as each model would need to be loaded individually into the game.

  2. Water tank isn't really possible and would be annoying because you can't connect hoses to a hydrant to supply the engine's.

    So when an engine runs out of water you should send it home.

    A siamese is just useless, because I haven't even edited the water strengths yet. I might change that later, but I won't add a siamese.

    Lets pretend each engine has 20 chainsaws, should it transport 20 firefighters then?

    Let me try to explain it again, I didn't make the wye to enable the possibility to have 8 hoses connected to a single engine.

    When you need more firefighters for these connections send a second vehicle and you can leave that one further away from the scene, because the first engine has enough connections (including wyes) to fight fires.

    You don't have to pack a whole street with engines to fight big fires anymore.

    I agree Hoppah and understand fully why you did it and intended to play the mod how you explained, by using FFs from the other engines to expand the capacity of the one engine. I was commenting on the thought that you could send one engine to a call and have 10 firefighters hooked up to it while leaving the other engine at the hall.

  3. In game, that allows you to use 8 fire fighters to extinguish a blze instead of just 4, and also with this, that means no more clearing out fire stations plus back-up for a gas explosion. and with 8+the water cannon off a truck, and 2 off each fire hydrant, you can play the game with more ease, plus it is also more realistic :)

    But where would you get 10 firefighters? That is the only problem. Sure, you can have 8 FFs hooked up to the truck but you will need to send 2 trucks to the scene to get 8 FFs and then you have 8 hose capacity with two trucks anyway. It will be fun to play the new mod and figure out all these new wrinkles of the game.

    The new connector will be great for distance though, sometimes when fires spread it is a pain to disconnect everyone and move the truck to reach the new fires.

  4. You've made your suggestion, its been answered.

    Haha, nice attitude Mike...it's good to see your new internet fame hasn't gone to your head. Just because I've made my suggestion and "it's been answered" doesn't mean I cannot discuss the speed of the freeplay clock - I honestly don't get you guys and your elitist attitudes. People make suggestions in hopes of making the mod the best it can be, whether those suggestions are 100% accurate or not is irrelevant, they are valid in their mind so they make them with the best of intentions. Or are only gratuitous complimentary posts allowed?

    I'll refrain from posting anymore in this thread in respect to the Hoppah and Stan.

  5. So that part of the game isn't going to change. While I agree the timing could be more realistic, the game clock is much faster than real time. So the time it takes for the FF to reach their vehicle is the equivalent of a minute. As far as the initial staffing, I usually take the chief out and move him to his designated "dispatch" spot, his the alarm again to get another chief, then empty all the rigs in the station and send them back into the station.

    I do have to agree, hoppah did come off a bit rude on that one. I'll chalk it up to a subtle language difference. Either way, nothing we can do about it. It's his mod after all.

    Hoppah, I do have a question for you. Are at least some of our suggestions at all helpful? Have you incorporated any of them, or are we being a nuisance to you and the other moderators? If it's a bother, I for one will stop suggesting things and happily, patiently wait for the new release. I like to think that my occasional suggestion does help since I used to work EMS in LA County and the SoCal region, I've been a paramedic for a while now, and I could give you some information that would add to the realism. Who knows, maybe I'm just a pain in the ass. I hope I'm not coming off as ungrateful, I just want to honestly know if we're a help at all.

    It's not the fact that he doesn't want to do it - like Spaloo said above, he came off rude - and this isn't the first time. I realize that there are a million suggestions and most of them are pure nonsense, so that does have to wear thin on someone's patience. I could see his reaction if I asked for a tiller truck for sure, but I think my suggestion was a reasonably valid one and did not warrant the response I got.

    I am well aware of the game clock, but in my opinion the game clock is completely unrealistic and has no bearing on the game itself. The game clock is not relative to the size of the map, the cars, the buildings, the people....etc etc. Just because the ridiculously fast game clock says the current response time is close to correct, doesn't mean it is. I guess the BC takes 5+ "real game minutes" to make a radio call, and people walking an in-game block take an hour or moe - the examples could go on and on. Take the response time of trucks off screen. The current mod behaviour is for the trucks to instantly appear on screen, but according to the magical game clock, the response is accurate. But when the BC calls a truck or ambulance from the station, it takes so long there is no way it is correct in relation to the off screen vehicles. All I ask is that ther isn't so much emphasis placed on the game clock and more emphasis placed on how the game truly "feels".

    Spaloo also plays the game similar to how I do, so I guess he understands how the timing could be tweaked to have the game play more in ratio to how everything else occurs in the game.

    Spaloo truly does get it. If you want us to stop suggesting, that's totally fine. I will patiently wait for your next release and know that what will follow will be great and I will enjoy your efforts. You've done great work with your mod, (I've played it since the beginning in EM3 and have played the entire EM series since the beginning), and nothing I have said suggests the opposite. Your mod is the only reason I play this game and will continue to play in the future.

    Regards,

    Madman

  6. It's a game. Staffing the vehicles at start make things much easier.

    I don't care of its realistic or not.

    You know what I don't understand, why you are so bitter? You bang the "realism" drum all the time, but when someone makes a suggestion based on the fact of realism, (not just my recent staffing suggestion), you act like a 5 year old and stomp your feet.

    Is the mod supposed to be real or easy, tell me that - then I'll know what suggestions to make or not.

  7. Any thought to having the initial alarm that populates the fire station not actually send any staff to the vehicles? It might just be the way I play, (with a BC acting as a dispatcher), but the first thing I do when playing freeplay is to send each vehicle out of the hall and then send it right back to empty everything out.

    It's just not very realistic to have each vehicle fully staffed and waiting around for a call to happen.

  8. Once a patient is stabilized, they can be transported. Whether or not they survive depends on their condition. At least thats the way I think it works? As for real life, I know it depends on what the person calls in. In my area, all we have are ALS units, so they go to everything. But for a simple BLS call like a broken finger or something, its entirely possible only BLS will be dispatched. You don't need a medic to examine someone just to make sure its not an ALS incident. I don't know if LA does things the same way, but I can only imagine its a similar set up.

    The default game behaviour is that a paramedic has to heal the person, (to any level passed the helicopter or ambualnce cutoff levels), to be able to take that person to the hospital. In the current game/mod format, you cannot stabilize with a firefighter and then transport with a stretcher team to the hospital.

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