Jakethejake
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Advanced Game play and Development Mod (Is Closeing)
Jakethejake replied to b2bomber's topic in Mods
Looking good! -
Advanced Game play and Development Mod (Is Closeing)
Jakethejake replied to b2bomber's topic in Mods
One more thing that I would like to see is a some type of unseen handicapping system with regards to units and their tasks. For instance, FDNY has engines, ladders, squads, rescues, hazmat, and various other units. Ladder companies should be more efficient at forcible entry, making rescues, ventilation, etc. than engine companies. Engine companies should be more efficient at fire suppression, and advancing hose lines than ladder companies. Rescues and Squads are considered elite companies, and should get an edge in all of these duties, as well as be used for any type of technical rescues. The theory being that in game, if I am really strapped for resources, and need to use an engine company to make some rescues, it can be done. Just not as efficiently and quickly as if truck or the rescues and squads were performing the same task. Same thing in reverse. If I need a ladder company to stretch a hose and put out a fire, it can be done. Just not as efficiently as an engine company would do it. Something like this would ensure a bit more realism. Perhaps when you click on a person, he is highlighted for the color of the unit he is on. Black for engines, red for ladders, yellow for squads, blue for rescues. The special companies can do a lot of things well, but there are only 12 of them (5 rescues and 7 squads) in the whole city. As the LA Mod plays currently, there is no advantage or disadvantage to calling an engine vs a truck vs a USAR squad other than equipment. Right now, Manhattan has 1 Rescue company and 1 Squad company, so it is not like the special companies would overwhelm the game. I would like to see the same type of unseen handicapping used with decision making on the fire ground as well. If I have fire in the fifth floor of a seven story building, (we'll say that we are not permitted to enter the building)and I choose to go with the engine's deck guns, rather than a ladder pipe or tower ladder, than it should take longer to put that fire out. The deck gun should be more effective at lower heights. Things like height of buildings should affect the effectiveness of the firefighting. Again, this would make it so that different units must be used to get the quickest knockdown of the fire. Also the fire boat should have multiple powerful deck guns, but there should only be one or two big fire boats available. I know that it has been mentioned before, but any unit that is flowing water should have to be hooked up to a water source. If an engine is working, than it should either be connected to a hydrant, or another engine that is connected to a hydrant. If a ladder pipe or tower is flowing, than there should be an engine supplying it. No hose lines should be allowed to be driven over by any units. I feel that this point alone would make the tactical game play of this mod incredible. Things like apparatus type and positioning now come into play. If your first due engine is delayed because of traffic, but the ladder truck is there, then the fire will grow. (Realistic!) If you block out companies due to hose on the street, then the fire will grow while you reposition. If you have people trapped on the upper floors, but can't get a truck in due to obstructions, then the rescue operation will be hindered and people may die. We are forced to think about what we are doing, which makes the game much more fun. -
Awesome work! I like the idea of having rotating companies as well. This mod keeps looking better with every update.
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Well if he is stealing someone's work than it really doesn't deserved to be released.............
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Advanced Game play and Development Mod (Is Closeing)
Jakethejake replied to b2bomber's topic in Mods
Very cool! -
Advanced Game play and Development Mod (Is Closeing)
Jakethejake replied to b2bomber's topic in Mods
I think that you are doing a good job. Some things that I would like to see are: More realistic fires. It seems we just pull up and dump water on everything. The game gives you no realistic feedback on whether you are making a knock on the fire or not. The fire is either on or off. I would like to see some reasonable changes in this area. Perhaps gray smoke. Also fire spread. It would be great to have a fire on the fourth floor of a ten story high rise spread up as well as left and right. Smoke would be great as well. It looks like you are working on that. Smoke but no visible fire would be great! Then companies would have to open the place up. The guys should need to wear SCBA when inside fires. Anything else is just plain unrealistic. How about weather based fire conditions? If I pull up to a four story 300x100 warehouse with heavy fire showing from the top two floors on a windy day, then I am gonna need a lot of help! Things like temperature, humidity, wind speed and direction all affect what we do. How about fatigue and air usage? Many times extra help is requested because the first due companies have been taking a beating and need relief. How about multiple rescues at fires? Multiple rescues from high rises? I understand about the game engine, and that many of these things may not be possible. These are just suggestions. I, personally, don't care about the first person aspect. I like the strategy roots that this game has. My perfect game would be a full city free play map. NY, Boston, Chicago, etc. I really love what the NY mod is attempting to bring to the table. I certainly am rooting for what you are doing as well. -
http://fdnytrucks.com/files/html/manhattan/e9.htm Scroll down and you will see what the Satellite is. No dish.
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Very cool! Thanks for the reply!
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I apologize if this has been answered already, but are they planning on giving us the ability to choose what types of missions that we want to do from the main menu? This would be another nice touch, instead of having to open the game files.
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That's cool. I certainly appreciate all of the changes that have been made. I have no background in computer programming, so I'm just throwing out ideas. I'm sure that I will be very happy with the mod.
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Yeah, I hear you. The ladder did go up. Sometimes it just doesn't rotate. The guy in the bucket or on the stick will turn instead. This is great for a small job, but for a larger fire, my truck companies end up being almost useless. Most times I try to nose in to the fire with my truck or tower, so that I can get the best angle. Sometimes it works, sometimes it doesn't. If it can't be fixed, then so be it. I am throwing out suggestions that would help make the playability of this mod better than those before it. FDNY is big on truck and tower work, so it would make sense that the game would give us the best ability to use these rigs. I see on the video that there will be roof work and that the sticks can ladder windows and roofs. That is great! I would like to see the towers get some of the same physics upgrade, that's all.
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More zooming out would be great! One thing that I hope that they adjust is the range on the tower ladders. Perhaps they could add commands to raise/lower, rotate left/rotate right, and turn on/off the water. I had a situation in the LA Mod today where I was parked right next to the building, and my tower couldn't put water on it, because the tower wouldn't rotate 45 degrees. Manual functions would allow us to operate with a bit more efficiency. I also find that the range on the tower and ladder pipes is a bit short. I can shoot an engine deck gun over a one story building to hit another building, but many times I can't raise the ladder up above a building to shoot down on the building next to it. I am also hoping for some fires where the fire is on an upper story, and ladders/towers have to be used. Maybe 8, 9, or ten stories or so. The LA Mod has only one or two buildings where the ladders are a must use. Hopefully these changes are coming.
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I may get banned for this, but here goes. Francis, you shouldn't be a moderator. You don't have the patience nor the temperment for it. You jumped all over guys for 9-11 posts, on .........9-11. The previous poster did nothing wrong or out of line, yet you jumped all over him. I have been lurking for over a year, and all I see is you jumping all over people for stupid stuff. You're a cop. I get it. I am a career firefighter. Right now, all I see is you displaying why the general public hates cops. Lighten up..........It's a video game forum. We come here for info about the game and to exchange ideas. We don't come here to be bossed around and jumped on by you. Since this may be my last post, I'll say that the mod looks great, and as someone who does the job for a living, I respect the hell out of what you guys have done with this game. The base game, LA Mod, and upcoming NY mod are nothing short of artwork. Keep up the good work! Thanks for respectfully taking my profession to the cyber world. I have enjoyed hours of good clean fun because of the various mods. Peace!
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Thank you!
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Hi guys. I was wondering if someone here could direct me to how I turn on or off some of the incident types in free play. I know there is a way to turn off playing the police missions, but I can't remember how. Any help is appreciated.
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Yeah, I hear you. My issue is with silly things like an ALS unit pulling up next to a victim and just sitting there, while I have a huge fire going across town. It would be nice to be able to be able to tell them to treat the patient while they are enroute. That way, I can deal with bigger issues. The same goes for aerial units. It would be nice to click on a tower ladder and be able to tell it to put the aerial up and hit the fire like you can tell an engine to do. I get cheesed when I am trying to stop a good fire, and my ladder trucks just pull up and do nothing. Most of the time, it's not a big deal. But for the larger incidents it would be nice. Missions such as the Fireworks factory, where there really is a lot going on. It would be nice to have a bit more tactical control.
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One thing that I would like to see in this mod, is the ability to preassign units, or give them orders while they are enroute. I absolutely love this game, but one of my issues is that during the largest incidents, you cannot assign a task to a unit until they are actually on the scene.(other than an engine co.) Those of us who do this for a living realize that this is just plain unrealistic. It would be nice to have a company enroute, give them an assignment, and move on to the next company. Also, I would like to see "alarm" assignments. What I mean is, if I have a large fire, instead of having to manually go into the vehicle menu, the Battallion Chiefs should be able to order a second alarm, third alarm, etc. Each alarm should come from farther away, and thus take more time to arrive onscene. I would like to be able to preset how many companies are in each alarm assignment as well. This mod looks great! I can't wait to play it. You guys are doing great work!