ERS covering the City field

Discussion in 'General Archive' started by *kimmi*, Sep 17, 2014.

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  1. *kimmi*

    *kimmi* User

    I couldn't find any Picture in the new/old forum showing how to place Fire, Police or Hospital devices in the City field so I have made some drawings:

    [​IMG]


    which shows how to make green-coverage buildings-blocks using the Water Tank.

    And then I used it to cover the hole City field:

    [​IMG]

    so by using 25 Water Towers - from the event

    Weekly Event - Artist Week

    you can make the City field almost green - by using 30 Water Towers it will all be green (you can use smaller devices but Water Towers gives 25 mood and takes up the same space as the other devices).

    Then I made a silhouette of the covering-area - since the same goes for the Surveillance Station and the Emergency Clinic - I placed them on the top of each other shifted by 1 'field'.

    So my questions are:

    * have I understand the principles about how to make a green covering-area?
    * what are the connection between the color of the covering-area and the specialist alertness-skill - do I getter better medals or does the alertness only influencing the covering area of the emergensies Buildings?

    How many specialist of given lv to get max coverage?

    * purely theoretically - if I just have 1 extention-field - with green coverage for all emergensies Buildings - will I get almost the same amount of medals - as I would if I have green coverage for the whole City area?

    I would like very much if someone would show foundation-picture of their City-field with Safety View turned on.
     
    TellusXIV likes this.
  2. billyjim

    billyjim User

    Nice art work. but you have not taken into account the fact that the Police Station, Fire Station, and Hospital generate their on fields and they are slightly different than the sub stations (water towers, surveillance station, First Aid stations, etc.). Personally I think you are over thinking this process. From my experience the coverage does increase your response time and increase the odds to complete emergency missions. Does not yield higher medals. That is determined by the emergency and the specialists available and responding to the crisis.

    The fields are cumlative if they over lap they yeild a higher level of coverage. Which you do show in your diagrams. :)
     
  3. *kimmi*

    *kimmi* User

    Yes I did - because I can remove any 3 3x3-houses and replaced them with the ERS-Buildings :rolleyes: , and I don't have to worry about the coverage-area of thise buldings as it change depending on the alertness-degree of the specialist.
     
  4. wizardelo

    wizardelo User

    first of all, a bulding only needs to have at least 1 square of green coverage to be considered fully covered
    ie: a small tower block of 3x3 only need a 1x1 corner to be green for it to be fully covered. I like how you made all playfield green, but i think its overdoing it. i use only 20 level 4 devices for each type + the EMS buildings to have 95% of my buildings with at least 1 green square.

    number of medals is calculated by the total skill points from the specialists sent to the emergency.
    ie, if an emergency requires 3 specialists you need their cumulated efficiency(2nd skill) to be 75(for silver), 150(gold) or 250(platinum) medals. it doesnt matter how much each individual has, it only matters how much all have together.

    quality of medals is calculated the same way: cumulated skill points of motivation (1st skill) needs to be at least 25(1medal) 50(2medals).... 250 points(5medals).
     
    *kimmi* likes this.
  5. *kimmi*

    *kimmi* User

    That's a hole new perspective :p - so the coverage-area of the devices/ERS-Buildings works just as the coverage area for the commercial-buildings. Then I can see why you don't need as many devices.
     
  6. billyjim

    billyjim User

    Wizardelo As usual has all of the right info in much better detail and stated much better than I can ever state it. Thanks :)
     
  7. Arsuru

    Arsuru User

    Pretty sure there is no such response time. If the building near the vehicle just waits at the building, and if far enough away the emergency will resolve before the vehicle even arrives. Even if you start the emergency with one second left it will resolve. The wait time is probably for calculations/suspense, and any perceived difference in time, I assume, are due to other factors such as the game running other parts of the code at the same time or dips in your computer's performance.

    If you open other game menus during a dispatch, the vehicle stops moving (like regular traffic) and the emergency will still be resolved. Afterward, the vehicle still goes about it's business, so the vehicle is only for show.

    I think the siren makes it feel longer too. :p
     
    *kimmi* likes this.
  8. billyjim

    billyjim User

    You are correct Arsuru sorry should not try to write intelligently at ungodly hours in the morning.
     
  9. TellusXIV

    TellusXIV User

    This is the best explanation of how overlapping works I have seen :)
     
    *kimmi* likes this.
  10. *kimmi*

    *kimmi* User

    If all Buildings have at least 1 square of green coverage by using devices - is there then any reason for using skillpoint on the alertness-skill??
     
  11. TellusXIV

    TellusXIV User

    Nope.
    Well if you really want those extra bronze, silver, gold bonuses perhaps. From the academy.
     
  12. *kimmi*

    *kimmi* User

    What is extra bonuses?
     
  13. TellusXIV

    TellusXIV User

    Bonus traits is give in academy when you give your guys their points, looks like a upside-down triangle on the bar.
    Explained better here.
    Specialist Traits
     
    *kimmi* likes this.
  14. Impressive job Kimmi. :)
     
    *kimmi* likes this.
  15. *kimmi*

    *kimmi* User

    Thanks Tellus now I know what it is :p

    If I remove all my Buildings (those I can remove) - will I then get the same amount of alarms?
     
    Last edited: Sep 19, 2014
  16. billyjim

    billyjim User

    Kimmi you have an amazing ability to think of things that the rest of us never consider. You are fantastic. Where have you been in our lives. Keep it up.

    To answer your question I have no idea. Well, gang what do you say.
     
    *kimmi* likes this.
  17. Try it. :)

    I would guess from my experience, that the number of alarms is not dependent on the number of buildings, but just on the whims of random engine. :)
     
    *kimmi* likes this.
  18. *kimmi*

    *kimmi* User

    I think I wait a little bit longer - there must be at least one player who has done it :rolleyes:
     
  19. Also, you don't have to worry if one or more of your specialists don't have the Alertness to max. :)
    If you fire one of them, it wouldn't matter if you lose the coverage from the Fire dept. (for example), because already you have it covered by the Water tanks.

    I'm using a similar strategy myself :)
     
    *kimmi* likes this.
  20. TellusXIV

    TellusXIV User

    You will get zero alarms, those extremely few buildings you cant remove cant have alarm in them.
    Although I haven't tested I cant see that there will be any alarms if there are no buildings that can have alarms in them.

    If the question is if a bigger city have more alarms or if a smaller have fewer I go with norton and say no.
    When I where expanding my city I cant remember that alarms increased, they only got harder(based on my level). Same when I moved a lot houses to the new playfield I didn't notes any difference.
     
    *kimmi* likes this.
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