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Sounds like a good set of tactics! :)

I have to admit I've rarily used the ladder truck, I've never seen the point except in the cases with jumpers from the windows.

But, now that I've started playing a bit more realism-orientated games, I've found that it's quite useful for controlling fires, as they can bypass fences etc. that the firefighters otherwise had to go a long way to get to.

I also like the gated wye, I use it alot to get more firefighters into tight spots like backyards and city squares.

One thing; alot of the equipment, like the traffic vest, the cones and flares etc, I never of rarely use.

If I have a CHP-unit patrolling the raods, I usually give them the traffic vests because it suits their line of work and looks more realistic.

Since I live in Norway, I guess there is quite a difference in how the police operate compared to the US, but here the police officers on traffic duty almost always wear traffic vest in bright yellow reflecting material.

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Sounds like a good set of tactics! :)

I have to admit I've rarily used the ladder truck, I've never seen the point except in the cases with jumpers from the windows.

Remember, Not all streams are equal. The power of the truck master stream is a great force multiplier in real life and in the game. Most fires short of the gas explosion and some of the other biggies can be handled with the Task Force at the station. The power of the Task Force concept is that you have 2 Engines and 1 truck which gives you 10 men and quite a lot of water and all of the tools you could ever hope for.

For those who keep using the word realism, remember that if you place your mouse over the incident in the tab window, it'll show you what a typical LAFD/LAPD response is to that kind of incident.

One thing; alot of the equipment, like the traffic vest, the cones and flares etc, I never of rarely use.

If I have a CHP-unit patrolling the raods, I usually give them the traffic vests because it suits their line of work and looks more realistic.

Since I live in Norway, I guess there is quite a difference in how the police operate compared to the US, but here the police officers on traffic duty almost always wear traffic vest in bright yellow reflecting material.

The only people who wear vests right now are the Department of Transportation/Parking Enforcement officers. CHP, LAPD, LASD, none of them do... but I qualify that with... right now. Come the first of the year, new protocols are being discussed and debated ad-nauseum about requiring Law Enforcement and even Firefighters to have ANSI level rated protection that supersedes what turnout gear already offers. So who knows, maybe one day I'll see a CHiPie or Deputy wearing a vest, but I doubt it.

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Remember, Not all streams are equal. The power of the truck master stream is a great force multiplier in real life and in the game. Most fires short of the gas explosion and some of the other biggies can be handled with the Task Force at the station. The power of the Task Force concept is that you have 2 Engines and 1 truck which gives you 10 men and quite a lot of water and all of the tools you could ever hope for.

For those who keep using the word realism, remember that if you place your mouse over the incident in the tab window, it'll show you what a typical LAFD/LAPD response is to that kind of incident.

The only people who wear vests right now are the Department of Transportation/Parking Enforcement officers. CHP, LAPD, LASD, none of them do... but I qualify that with... right now. Come the first of the year, new protocols are being discussed and debated ad-nauseum about requiring Law Enforcement and even Firefighters to have ANSI level rated protection that supersedes what turnout gear already offers. So who knows, maybe one day I'll see a CHiPie or Deputy wearing a vest, but I doubt it.

I would use the truck's master stream a lot more if it had a longer range. I've tryed tinkering around with the extingush script but I couldn't make the range longer.

As for the vests, I've always thought that LADOT should be modeled in game. I know you have mentioned that LAPD doesn't respond to non-injury traffic accidents. You could use the regular cop (from EM4, without a gun) as a base and remove the "place detainee in vehicle" command so the LADOT personnel can escort but not arrest people.

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Well, for 'normal' fires (not caused by explosions, etc.) I send out a varying response. If its a fire that has at least one building on fire, it's a 1-alarm in my view and therefore dictates a 1-alarm task force: 2 BLS engines each with 4 FF/EMT's, 1 ALS engine with 4 FF/EMTs and 2 FF/PMs, a ladder with 2 FF/EMTs and and additional FF/PM on board, and a BC. Usually I just send 2 fully loaded LAPD cruisers and have them get on their vests and assist with traffic. I have a BLS ambo with an FF/PM and FF/EMT stretcher team on board on standby at the scene. For smaller 'normal' fires, I either send a plane if I'm too busy with other events, too lazy, or know that if it's like a forest fire, dictates a rapid response. Depending on the situation I have FF/EMTs w/SCBA as well.

For larger fires, I send the nearest available vehicles to the scene. Usually don't have time to deal with sending PD, but sometimes do if there's a lot of traffic and I ABSOLUTELY need all possible lanes open for units to come. I send the BC, all possible on-map engines with at least 4 FF/EMTs on board and a ladder and station them around the fire, because usually there in semi-isolated blocks (the buildings) and can use the roads as a firebreak. I have an ALS abulance on scene for any injuries and have the rescue on standby with 4 extra USAR guys. Sometimes I use the plane, and I rarely call in backup units anymore. I don't even use the tenders anymore since they were removed from the station.

For car accidents, depending on the size and factors (cars on fire, etc.) I send an ALS engine with 2 FF/PMs and 2 FF/EMTs and a rescue with 2 USAR guys and depending on the situation pop in a diver in the rescue. Then I send all needed ambulances and also a PD cruiser w/vests for traffic.

Car fires: I send the nearest fire or PD vehicle and then a tow.

Suicide jumpers: Rescue with 1 USAR guy and 1 FF/PM and a PD cruiser.

Suicide drowners: Nearest engine, ladder, or vehicle with a diver onboard. The fire vehicle will also have an FF/PM on board. I rarely use the boat; only in a situation when it's needed.

Medical emers: Nearest engine, ladder, or vehicle with an FF/PM on board and then dispatch an ambo.

HAZMAT emers: If it's just a small HAZMAT emer like bird flu I just send the HAZMAT vehicle with 4 HAZMAT FF. For a larger one like a radioactive cloud I dispatch the fully loaded HAZMAT and sometimes a second one with PD support to make sure no one leaves. For a HAZMAT fire I send tenders and engines to the fire, and put my HAZMAT guys into the engines, get them there, then use quick deploy to use hoses with HAZMAT guys.

Did I miss anything? :)

wow, i said HAZMAT 8 times in that other paragraph :P
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As i removed the bomb incidents and police incidents i have fires/suicides and injuries,and i only have lightning fires or gas expos

For the gas expo i send all 3 fire engines and ladder truck,2 police cars to assist with road closures,but position my fire trucks with there yellow warning lights on,so the traffic turns away,then work from outer rim of fire,and work inwards,cooling surrounding area

car accidents,1 and sometimes 2 police units for city accidents,one rescue truck and any ambulances needed

Freeway accidents,close both sides of the freeway with police first,then send rescue truck,all ambulances,one fire truck,and helimed chopper,also send crane to lift cars out of the way

Injury calls are self explantitory really

And yes this is LA,but when i exit my police from cars for traffic accidents i always ensure they wear the traffic vests,as it being from the UK,you will never see a traffic cop here at any accident day or night with out wearing his yellow reflective jacket to be seen and safer

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Well, for 'normal' fires (not caused by explosions, etc.) I send out a varying response. If its a fire that has at least one building on fire, it's a 1-alarm in my view and therefore dictates a 1-alarm task force: 2 BLS engines each with 4 FF/EMT's, 1 ALS engine with 4 FF/EMTs and 2 FF/PMs, a ladder with 2 FF/EMTs and and additional FF/PM on board, and a BC. Usually I just send 2 fully loaded LAPD cruisers and have them get on their vests and assist with traffic. I have a BLS ambo with an FF/PM and FF/EMT stretcher team on board on standby at the scene. For smaller 'normal' fires, I either send a plane if I'm too busy with other events, too lazy, or know that if it's like a forest fire, dictates a rapid response. Depending on the situation I have FF/EMTs w/SCBA as well.

For larger fires, I send the nearest available vehicles to the scene. Usually don't have time to deal with sending PD, but sometimes do if there's a lot of traffic and I ABSOLUTELY need all possible lanes open for units to come. I send the BC, all possible on-map engines with at least 4 FF/EMTs on board and a ladder and station them around the fire, because usually there in semi-isolated blocks (the buildings) and can use the roads as a firebreak. I have an ALS abulance on scene for any injuries and have the rescue on standby with 4 extra USAR guys. Sometimes I use the plane, and I rarely call in backup units anymore. I don't even use the tenders anymore since they were removed from the station.

For car accidents, depending on the size and factors (cars on fire, etc.) I send an ALS engine with 2 FF/PMs and 2 FF/EMTs and a rescue with 2 USAR guys and depending on the situation pop in a diver in the rescue. Then I send all needed ambulances and also a PD cruiser w/vests for traffic.

Car fires: I send the nearest fire or PD vehicle and then a tow.

Suicide jumpers: Rescue with 1 USAR guy and 1 FF/PM and a PD cruiser.

Suicide drowners: Nearest engine, ladder, or vehicle with a diver onboard. The fire vehicle will also have an FF/PM on board. I rarely use the boat; only in a situation when it's needed.

Medical emers: Nearest engine, ladder, or vehicle with an FF/PM on board and then dispatch an ambo.

HAZMAT emers: If it's just a small HAZMAT emer like bird flu I just send the HAZMAT vehicle with 4 HAZMAT FF. For a larger one like a radioactive cloud I dispatch the fully loaded HAZMAT and sometimes a second one with PD support to make sure no one leaves. For a HAZMAT fire I send tenders and engines to the fire, and put my HAZMAT guys into the engines, get them there, then use quick deploy to use hoses with HAZMAT guys.

Did I miss anything? :)

wow, i said HAZMAT 8 times in that other paragraph :P

I found post very exciting.

I like your tactics.

Useally i do this at an traffic acident:

Ill dispatch LAPD and sends the nearst patrol vehicle over there

I will then get the Officer to dispatch after an ambulance when i 'RP'ed that the officer have seen a injured person inside the car(s). When i have my eye on the whole situation i will call over a 'Fire engine 1' With 3 firefighters ( To look cool :) )

The police will then 'Redirect Traffic' and take control of the situation.

The firefighter (Nr. 1) will then open up the car and get the injured out.

The Firefighter (Nr. 2) Will the take the injured a bit away from the scene.

Then the paramedics takes over, cures and transports to hospital.

Within they do that ill send a (I dont remember what its called) vehicle that can carry the crashed car.

And then ill clean up the scene :) (Witch also includes getting firefighters back to station, and police back on patrol.)

After the ambulance delivered the injured to the hospital, the ambulance will return to Firestation.

- I have my thought that i dont wants ambulances to patrol. I only wants police on the streets.

Police units on streets:

2 Normal Black And Whites.

1 Undercover Vehicle.

I think i got all here..

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For those who keep using the word realism, remember that if you place your mouse over the incident in the tab window, it'll show you what a typical LAFD/LAPD response is to that kind of incident.

I've tried this and never worked, can you describe in more detail how to do this please?

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Well, for 'normal' fires (not caused by explosions, etc.) I send out a varying response. If its a fire that has at least one building on fire, it's a 1-alarm in my view and therefore dictates a 1-alarm task force: 2 BLS engines each with 4 FF/EMT's, 1 ALS engine with 4 FF/EMTs and 2 FF/PMs, a ladder with 2 FF/EMTs and and additional FF/PM on board, and a BC. Usually I just send 2 fully loaded LAPD cruisers and have them get on their vests and assist with traffic. I have a BLS ambo with an FF/PM and FF/EMT stretcher team on board on standby at the scene. For smaller 'normal' fires, I either send a plane if I'm too busy with other events, too lazy, or know that if it's like a forest fire, dictates a rapid response. Depending on the situation I have FF/EMTs w/SCBA as well.

For larger fires, I send the nearest available vehicles to the scene. Usually don't have time to deal with sending PD, but sometimes do if there's a lot of traffic and I ABSOLUTELY need all possible lanes open for units to come. I send the BC, all possible on-map engines with at least 4 FF/EMTs on board and a ladder and station them around the fire, because usually there in semi-isolated blocks (the buildings) and can use the roads as a firebreak. I have an ALS abulance on scene for any injuries and have the rescue on standby with 4 extra USAR guys. Sometimes I use the plane, and I rarely call in backup units anymore. I don't even use the tenders anymore since they were removed from the station.

For car accidents, depending on the size and factors (cars on fire, etc.) I send an ALS engine with 2 FF/PMs and 2 FF/EMTs and a rescue with 2 USAR guys and depending on the situation pop in a diver in the rescue. Then I send all needed ambulances and also a PD cruiser w/vests for traffic.

Car fires: I send the nearest fire or PD vehicle and then a tow.

Suicide jumpers: Rescue with 1 USAR guy and 1 FF/PM and a PD cruiser.

Suicide drowners: Nearest engine, ladder, or vehicle with a diver onboard. The fire vehicle will also have an FF/PM on board. I rarely use the boat; only in a situation when it's needed.

Medical emers: Nearest engine, ladder, or vehicle with an FF/PM on board and then dispatch an ambo.

HAZMAT emers: If it's just a small HAZMAT emer like bird flu I just send the HAZMAT vehicle with 4 HAZMAT FF. For a larger one like a radioactive cloud I dispatch the fully loaded HAZMAT and sometimes a second one with PD support to make sure no one leaves. For a HAZMAT fire I send tenders and engines to the fire, and put my HAZMAT guys into the engines, get them there, then use quick deploy to use hoses with HAZMAT guys.

Did I miss anything? :)

wow, i said HAZMAT 8 times in that other paragraph :P

Wowzers :P It excited me to read that haha. I am going to try out some of this now :P

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I like it when you mouse over the description of the incident,sometimes they recommend sending the entire rescue services to the incident,makes me lol,but it does make the game more interesting

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I like it when you mouse over the description of the incident,sometimes they recommend sending the entire rescue services to the incident,makes me lol,but it does make the game more interesting

Those are the best approximation of responses to the incident based on the LAFD dispatch matrix and limitations/necessities of the game. You can read more about A and B assignments in this post and if you search Physical Rescue Assignments, you can read up more on those responses.

For those who asked about fire tactics, here are some simple lessons for non-enterable structures

1) Spot your truck first. Due to the mechanics of the game, the general rule of thumb is to place it one lane over from the building or head in. Someone mentioned trying to get the truck to shoot farther, but as long as you give the ladder enough room to rotate, you'll be able to nail the buildings almost every time.

2) Have the first engine go PAST the incident and set up on the exposures (structures/trees) where the fire is spreading to and have the 2nd engine attack the body of the fire. 3rd and 4th should work as others mentioned from the outside in. The trick is to have the fire contained to just the building involved and not let it keep spreading on you.

3) Have the 2nd man on the truck wait with the RA and EMS supervisor. If something should go wrong like a car you didnt notice explode, these guys are what the LAFD refers to as RIC or Rapid Intervention Company.

4) If its a large fire with multiple fronts. Hot key the Chief and the Staff Assistant (firefighter with the chief) different numbers and place them on opposite sides of the fire. You can quickly flip between the two and see the progress in the areas.

5) Don't always be so quick to redirect traffic. If you are expecting additional units from off map, keep one lane open for traffic. Redirecting means traffic in BOTH lanes blocking incoming units.

If the building is can be entered,

1) Due to the game mechanics, either hook up to the hydrant and use a wye, or have your guys use Fire Extinguishers and make entry to look for anyone injured and attack the body of the fire. Some fires cannot be extinguished unless you go direct attack inside. The reason for the hydrant is sometimes your nozzelman will get stuck in the building with the hose. The last thing you want is to have to leave your engine there too because the guy cant get out of the building.

2) If it has a 2nd floor that you can enter, have the first FF from the truck enter and search for victims or remove civilians, and have the 2nd enter with an extinguisher. Have the 1st go back up in the basket and use the master stream after dropping off the patient or civilian in a safe spot while the one with the extinguisher attacks the body of the fire.

One big note, don't be bashfull about using the USFS engine for trees and calling in additional off map resources. The last thing you want to do is to have empty fire stations in case another call comes in near there. For example, if you have a fire at the bank on the FR map and both stations have no units inside, think how long it will take for units to respond if a gas explosion happens across the street from FS1. With the USFS rigs and off map units, you can send units back to your fire station for the next call and leave those guys to mop up.

Also notice where the entry points are. Is it better to call an ALS ambulance from FS1 or off map, or to use the LACoFD squad and wait a little bit longer for BLS ambulances or the mass casualty unit? Is there a police unit on patrol near the crime or is it faster to call for a Sheriff or CHP unit, an LAPD unit, or the unmarked unit?

The whole trick is to use your resources without compromising your ability to respond to additional calls. The last time I played FP, I had a flash strike with the damage radius modified as I mentioned. The entire South West corner of the map was on fire. 16 structures, all of the ornamental vegetation, and the trees near the hospital all at once with 6 patients as well. The key to a large incident like that with many units coming from off map is to create a staging area and a direct flow of traffic into the area. Once the units reach the staging area, you can best see where you need to place them as the event will be fluid and quickly changing.

One last note, back-fill the station! If you know you are going to nearly or completely empty the station on a long call, have off map units put at least one Fire suppression company inside of the station. Last thing you need is to get another fire or accident and you're still trying to gather up all of your hose and men.

Mike

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Nice info mike,i too add more engines to FS1,but i heavily edited my files to get only fire and injury stuff,only question i have is could you recommend what number to set the flashstrike at to have large fires,i have changed mine a little,but form what you written you have really upped your damage radius,i did try and find your post about this,but alas i could not,thx in advance for all your help... :1046275747_biggthumpup:

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edit the <EFPEventFlashStrike> to <DamageRadius value = "5000.0" /> or larger to have a massive fire once in a while. You'll see a huge chunk of your map turn bright red when that hits
Nice info mike,i too add more engines to FS1,but i heavily edited my files to get only fire and injury stuff,only question i have is could you recommend what number to set the flashstrike at to have large fires,i have changed mine a little,but form what you written you have really upped your damage radius,i did try and find your post about this,but alas i could not,thx in advance for all your help... :1046275747_biggthumpup:

I also set it to the hardest level and it's the biggest challenge since the Forest Fire mission Hoppah created.

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I think I want to try that Lightning Strike-modification too, it sounds really... interesting. ^^

On a sidenote, I usually hate dealing with forest fires. They spread out of hand too quickly, but, maybe I´m just not using enough engines!

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I think I want to try that Lightning Strike-modification too, it sounds really... interesting. ^^

On a sidenote, I usually hate dealing with forest fires. They spread out of hand too quickly, but, maybe I´m just not using enough engines!

The "'trick" if there is one is to employ the real life tactic of Strike Teams. A Strike Team is a group of 5 like resources and 1 Command Officer. For example, a Charlie or Type III USFS strike team would be 5 Type III brush engines and 1 Chief officer. An Alpha or Type I LAFD strike team would be 5 Type I engines and 1 chief. In the game the chief isnt really needed, but by responding groups of 5 to stage at the fire, and ahead of the fire, you can then surround and drown with enough resources. Remember, you always want to stop the forward progress of the fire and make a stand that says the fire isn't going to get past this point. Concentrate most of your resources at containing the fire, not attacking what is already burning.

If PD incidents are more of your cup of tea, think of it like the pickpocket suspect on the run. You dont want to respond your PD units to where the criminal was and then have to run after him on foot, but instead you respond your units where he is running to, get out and grab him! You want to cut him off and stop him or you'll always just be 1 step behind the whole time and its the same with the fire. Don't chase the tail, hit the head!

Also use the brush Patrols (type IV/VI for those who are curious) for quick hits and to structure protection. A single strike team of them can be broken up and used for quick mop up and attacks of spot fires that might take off.

Mike.

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post4218531145283583yg8.jpg

First select a person or vehicle,person used in this screenshot

then second panel from right,you can see a box with 3 people in it,and then next to that numbers 1 to 6

hit the box with 3 pp in,then select one of the numbers,and that will assign that person to that number hotkey(Make sure you have a person of vehicle sellected first)

to reselect the person use the number keys on yr keyboard,do this for upto 6 people or vehicles,it best to mix and match your style of play okies

Thank You!!!

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I've disabled PD missions, so I only have to deal with Fire/EMS calls. I also use the new map submod.

Unit | Hotkey | Location

Engine 1 | 1 | Fire Station One

Engine 3 | 3 | Fire Station One

Engine 2 | 2 | Fire Station Two

Ladder 5 | 5 | Fire Station One

Rescue 6 | 6 | Fire Station One

RA1 | | Fire Station One

RA11 | | Fire Station One

A2 | | Fire Station Two

Station Control | 4 | Fire Station One and Two

I use the station control hotkey to fill personnel in both stations. I've designated the top and western part of the map as "Box 1", and the city and southern portion of the map as "Box 2". Units are listed in the order in which I dispatch them.

Box Area| Call Type | Units (MA = Mutual Aid)

1 | Unknown Type Fire | E1 or E3, L5 or R6 (depending on what is available)

1 | Reported Building Fire | E1 E3, L5 R6

1 | Confirmed Building Fire | E1 E3 E2 MA-E4, L5 MA-L55 R6, B1, RA1 or RA11

1 | Vehicle Accident | E1 or E3, R6, RA1 or RA11

1 | Car Fire | E1 or E3, R6

1 | ALS Call | A1 or A11, E1 or E3, A2 (if no ambulance available)

1 | BLS Call | RA1 or RA11, A2 (if no ambulance available)

2 | Unknown Type Fire | E2, MA-L55

2 | Reported Building Fire | E2 MA-E4, MA-L55, MA-L66

2 | Confirmed Building Fire | E2 MA-E4 E1 E11, MA-L55 MA-L66 R6, B1, A2 (or MA Ambulance if none available)

2 | Vehicle Accident | E2, R6, A2 RA1 or RA11

2 | Car Fire | E2, MA-L55 or R6

2 | ALS Call | E2, A2

2 | BLS Call | A2

Additional units can be called depending upon situational requirements. Additionally, I play rather oddly as I simulate the use of hydrants, generally staging engines on them. Special service pieces are located on sides A and C initially (if possible), and I usually try to keep each units roles as traditional as possible. Police are used for traffic control when needed.

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The "'trick" if there is one is to employ the real life tactic of Strike Teams. A Strike Team is a group of 5 like resources and 1 Command Officer. For example, a Charlie or Type III USFS strike team would be 5 Type III brush engines and 1 Chief officer. An Alpha or Type I LAFD strike team would be 5 Type I engines and 1 chief. In the game the chief isnt really needed, but by responding groups of 5 to stage at the fire, and ahead of the fire, you can then surround and drown with enough resources. Remember, you always want to stop the forward progress of the fire and make a stand that says the fire isn't going to get past this point. Concentrate most of your resources at containing the fire, not attacking what is already burning.

If PD incidents are more of your cup of tea, think of it like the pickpocket suspect on the run. You dont want to respond your PD units to where the criminal was and then have to run after him on foot, but instead you respond your units where he is running to, get out and grab him! You want to cut him off and stop him or you'll always just be 1 step behind the whole time and its the same with the fire. Don't chase the tail, hit the head!

Also use the brush Patrols (type IV/VI for those who are curious) for quick hits and to structure protection. A single strike team of them can be broken up and used for quick mop up and attacks of spot fires that might take off.

Mike.

Hehe, that would essentially sum up the best tactic for the fire incidents, I guess. :)

Thanks alot!

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In my freeplay:

3 LAPD patrol cars (patroling)

2 LAPP (in docks)

2 LAPD motorcycles (patroling)

1 LASD patrol car (in police station)

1 LASD van (in police station)

2 CHP patrol cars (near railway cross)

1 CHP dodge (patroling)

1 SWAT rescue 1 (in SWAT base, in upper part of map is my SWAT base :D )

1 SWAT rescue 2 (in SWAT base)

1 SWAT rescue 3 (in SWAT base)

1 LAPD Unmarked with SWAT officers (in SWAT base)

1 SWAT truck (the big one xD) (in SWAT base)

2 Bomb Squads (in SWAT base)

2 FBI van (in FBI base, somewhere in city ;])

1 FBI truck (in FBI base)

1 LAPD heli (on police station)

2 ALS (patroling)

2 BLS (patroling)

2 EMS supervisor (patroling, another one near police station)

1 Technics (near police station)

1 EMS heli (on hospital)

+

Defalut start Units

Edited by MikesPhotos
Removed innapropriate icon.
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I've disabled PD missions, so I only have to deal with Fire/EMS calls. I also use the new map submod.

Unit | Hotkey | Location

Engine 1 | 1 | Fire Station One

Engine 3 | 3 | Fire Station One

Engine 2 | 2 | Fire Station Two

Ladder 5 | 5 | Fire Station One

Rescue 6 | 6 | Fire Station One

RA1 | | Fire Station One

RA11 | | Fire Station One

A2 | | Fire Station Two

Station Control | 4 | Fire Station One and Two

I use the station control hotkey to fill personnel in both stations. I've designated the top and western part of the map as "Box 1", and the city and southern portion of the map as "Box 2". Units are listed in the order in which I dispatch them.

Box Area| Call Type | Units (MA = Mutual Aid)

1 | Unknown Type Fire | E1 or E3, L5 or R6 (depending on what is available)

1 | Reported Building Fire | E1 E3, L5 R6

1 | Confirmed Building Fire | E1 E3 E2 MA-E4, L5 MA-L55 R6, B1, RA1 or RA11

1 | Vehicle Accident | E1 or E3, R6, RA1 or RA11

1 | Car Fire | E1 or E3, R6

1 | ALS Call | A1 or A11, E1 or E3, A2 (if no ambulance available)

1 | BLS Call | RA1 or RA11, A2 (if no ambulance available)

2 | Unknown Type Fire | E2, MA-L55

2 | Reported Building Fire | E2 MA-E4, MA-L55, MA-L66

2 | Confirmed Building Fire | E2 MA-E4 E1 E11, MA-L55 MA-L66 R6, B1, A2 (or MA Ambulance if none available)

2 | Vehicle Accident | E2, R6, A2 RA1 or RA11

2 | Car Fire | E2, MA-L55 or R6

2 | ALS Call | E2, A2

2 | BLS Call | A2

Additional units can be called depending upon situational requirements. Additionally, I play rather oddly as I simulate the use of hydrants, generally staging engines on them. Special service pieces are located on sides A and C initially (if possible), and I usually try to keep each units roles as traditional as possible. Police are used for traffic control when needed.

Great tactic.

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Guest MonkeySquasher

Hey guys. Haven't been around in awhile, with my PC taking a crap on me and working lots of overtime to pay the bills. Hell, I haven't even played 1.7 yet! =x

Anyway, this topic struck my fancy, and I've actually got a couple good ideas from it, too.. ;)

Seeing as I run EMS in Buffalo and Niagara Falls NY, and run with both city FD and PDs, I tend to match my computer city to how we do emergency services in my real city, with a mix of my Niagara County volunteer fire company.

I had ALL my scripts modified... I took out most PD incidents, but I left the violent incidents. Upped the MVAs a lot, took my ambulances out of the building entirely, and put a equipment vehicle in it's place, and modified the number of vehicles and personnel. Gas explosions and earthquakes are very VERY rare, but I've made them neigh-apocalyptic. haha

- I staff my station with 4 engines (E1-E4), 2 Ladders (A1 & A2), 2 tankers (T1 & T2), 2 equipment vehicles (M1 & M2), and Chief (BATT 1).

- I then call a PD helo to land at the station and fill all the spaces outside with LAPD cars, including 1 unmarked and 1 SUV. I send another good number on patrol... usually 4-7.

- I call in 7-9 ambulances to stage around the city. At my work, we use postings on street corners. We DID have Zones, but recently went to postings to eliminate the whole "who is closer to this call?" thing.

- I send a Flycar, Crane, 2 Towtrucks, and an engineer to that gas station.

For dispatching...

- First off, I wish the game had a "fire alarm" or "still alarm", and a "gas alarm" or "CO alarm". I have theories on how to do them, and it'd add realism, but probably just annoy many people. haha It would have the same response as any small fire in my city, like a bush or a bench... 1 engine.

- Car fire: 1 Engine, 1 Towtruck, 2 PD

- Building Fire, 1st alarm: Full assignment (2 engines, 1 ladder, 1 tanker, BATT, 2 PD, 1 RA) - Same for Gas Explosion

- Building Fire, 2nd alarm: All Hands (any remaining equipment, plus any equipment that clears current assignment of small fire, MVA, etc.), plus 1 or 2 Mutual Aid engines to back-fill.

- Motor Vehicle Accident: 1 Engine, 1 Ladder, 1 RA, 2 PD, enough towtrucks.

- EMS call: 1 RA, M1 if entry required

- Violent incident: 1 RA to stage, 2 PD to scene, additional units as necessary.

- Car in the water: 1 RA, M1, Crane, 2 PD, towtruck.

- Person in the water: 1 RA, M1, boat or USCG chopper

- Forest Fire (rah!): Full assignment, plus 2 USFS Strike Teams (2 engines each, total 4), and the plane. I don't play around with forest fires. lol

- Gas explosion: Full assignment, enough PD to block the area

- Earthquake (lol): Initiate Major Incident Response.. RAs respond to any injured party to stabilize, then use fire equipment until Mutual Aid ambulances arrive. Call in 2 USAR vehicles to assist. Fire equipment responds as needed... A small fire that will burn out gets nothing, a large spreading fire gets enough to contain it. Fires near key buildings (hospital, fire/police stations), or threatening an injured party, are extinguished first. Mutual Aid from USFS and outside fire companies as needed. My Earthquake is set to have well over 50 casualties and 20 fires, and I've still never had one happen. I'm pretty sure I'll just shit my pants and quit the game. haha

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