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Full Version: Emergency Services Revival and Fire Extinguishing
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(Apr 8, 2018, 09:30 PM)SirWulf Wrote: [ -> ]
(Apr 7, 2018, 12:36 PM)Gungranny Wrote: [ -> ]
(Apr 7, 2018, 04:45 AM)SirWulf Wrote: [ -> ]It comes down to encouraging players to play, or not to play certain jobs.  Bringing in useful features, or downgrading their roles greatly effects the job itself.

What I'm seeing here is that by removing the only role of the EMS, what is the point of being a Medic?  For example, when fires degraded much more quickly when there were no firefighters, I was threatened, offered bribes and told to leave the job so that people can go about their lives.  They just wanted to let the fires despawn quickly and go about their way.  Having a firefighter meant they'd have to wait.

I see this as the wrong way to go about things.  The jobs themselves need to be made more exciting, not dished out to every other player when there are none playing.  At this rate, it wouldn't be long before those two jobs would have a purpose.

The only reason these items are being given to other emergency services is because the other are rarely used and hard to coordinate. Why not give the other jobs nerfed equipment to use that almost are not worth using if the specialist job is full? It only leaves room for improving the other job, while allowing the server to operate without a full government.

Because it would encourage the two jobs to be used less.  Less of a need = less of a use, despite the nerf.  Those two jobs are in a much needed revamp to begin with.  Devaluing their purpose even further would be detrimental.

Then what should be added to make them more interesting while also allowing the government to function without their presence?
(Apr 8, 2018, 09:38 PM)Gungranny Wrote: [ -> ]
(Apr 8, 2018, 09:30 PM)SirWulf Wrote: [ -> ]
(Apr 7, 2018, 12:36 PM)Gungranny Wrote: [ -> ]The only reason these items are being given to other emergency services is because the other are rarely used and hard to coordinate. Why not give the other jobs nerfed equipment to use that almost are not worth using if the specialist job is full? It only leaves room for improving the other job, while allowing the server to operate without a full government.

Because it would encourage the two jobs to be used less.  Less of a need = less of a use, despite the nerf.  Those two jobs are in a much needed revamp to begin with.  Devaluing their purpose even further would be detrimental.

Then what should be added to make them more interesting while also allowing the government to function without their presence?

Have the ambulance fixed to actually turn corners properly or replace the current ambulance with the E-350 (which had a more beautiful interior to begin with) and I wouldn't mind being a paramedic a bit more often.
(Apr 8, 2018, 09:38 PM)Gungranny Wrote: [ -> ]
(Apr 8, 2018, 09:30 PM)SirWulf Wrote: [ -> ]
(Apr 7, 2018, 12:36 PM)Gungranny Wrote: [ -> ]The only reason these items are being given to other emergency services is because the other are rarely used and hard to coordinate. Why not give the other jobs nerfed equipment to use that almost are not worth using if the specialist job is full? It only leaves room for improving the other job, while allowing the server to operate without a full government.

Because it would encourage the two jobs to be used less.  Less of a need = less of a use, despite the nerf.  Those two jobs are in a much needed revamp to begin with.  Devaluing their purpose even further would be detrimental.

Then what should be added to make them more interesting while also allowing the government to function without their presence?

For Fire, having actual fires besides car crashes.  Random chances of an unoccupied kitchen stove to catch fire.  Rare instances mind you.  Like .5% or something.  Have accidents occasionally result in people getting stuck in vehicles requiring a Jaws of Life to break up the vehicle allowing for them to be extracted.

For Medics, bringing back the defib (a version that doesn't crash everything).  A working Ambulance that supports stretchers for actual subject transportation that could fully mend players.  Enhance the damage to be rather specific that they could diagnose real problems.  A broken left foot would require different treatment than an overdose of drugs.

Little things like that that adds to the RP of the jobs.
I have to agree with Wulf here.

With the addition of medkits for Police and Fire, there has been less of a need for Paramedics. They now rarely get called for anything less than dying players, and sitting not being needed is boring, which makes less people play it. When we had the defibrillators, they shook things up a bit, made it seem more urgent and in-depth. It seemed like more people were playing as Paramedics when there was a little more effort required.

While this is a decent idea for dealing with the consequences of not having enough Paramedics, I feel we need to first deal with the CAUSE of not having enough Paramedics. Revamp the medical system, make it more interesting than holding a button for 5 seconds.
   

Then I believe you guys should suggest these changes. These suggestions aren’t given in any order and if y’all produce a well thought out suggestion, I’m sure that both suggestions would be put in some sort of update.
Pushing for Staff Review.

#type:[review]
Approved.
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