ERS

Discussion in 'General Archive' started by babyfaced, May 16, 2014.

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  1. babyfaced

    babyfaced User

    You know what I would love? If I could disable the ERS, but as a pretty addition to my city, I could still keep the buildings there. Kinda grinds me that when I deactivate whilst I save education points up again, the buildings go and I'm left with these big empty spaces.

    I know I don't HAVE to deactivate it, but when you don't, can't afford to renew the contracts anymore, and don't want to replace your experienced staff anymore, all you end up with is emergencies going off left, right and centre, taking a building out of action for 10 minutes.

    Developers, is there anyway we deactivate but not have the buildings stored? That or can you at least reduce the number of education points needed to renew contracts. 32000 edu points at the moment to renew one of my firefighters contract!

    Anyone agree?
     
  2. Arsuru

    Arsuru User

    I agree that you should be able to disable the ERS without removing the buildings from the field. It's how I assumed it would be when the feature was implemented, and I'd still like that.

    I won't repeat all that I told you in the other thread, but if you're having trouble keeping up EP, you're exceeding your limitations, and frankly, doing it wrong (given that you can do pretty much whatever you want). The more you click, the more emergencies you have.

    Fire your specialists. Just do it. Whether you like it or not, you have to accept that. It will cost less to train new ones, and your EP won't fall as fast. You can keep the system in operation constantly, even if you can't train them as high as you want. You will basically have to fire them eventually anyway, because the system gets more and more expensive. It's kinda silly, but it keeps a sort of balance.

    Fire them, focus on certain abilities, and when they get too expensive, train new ones. You will take a hit in number/quality/coverage no matter what, but if you train them consistently, it will be minimal. Switch around residents or add more students if you need to. As you get more advanced, you will be able to add more students and train them higher. Brownstones are pretty cheap and effective. Drop some of those 1* RI's from your boosters in them to supplement rent/revenue.

    I renew them to the max I intend to use them for, generally, as soon as they are done training. Easier to keep track of. Most of mine need 74,000 right now. It only gets more expensive. You have to fire them someday unless you're willing to pay absurd amounts of EP or Vitamin-X. Sure, it would be nice to permanently hire them, and especially to choose the specialty, but if you want to use the system as it is you pretty much have to play it 'the right way'.
     
    babyfaced likes this.
  3. billyjim

    billyjim User

    Here is a suggestion for you: Try to keeping a few of your highly trained specialists and fire a couple of them. Then start retraining new trainees. Then you can repeat the cycle. Then you will have a series of new specialists coming up at all times and highly trained specialists at anyone time.
     
    babyfaced likes this.
  4. babyfaced

    babyfaced User

    Cheers guys. Will do what you suggest. Sometimes the ERS just bugs me anyway though. Would be nice just to disable it still and keep the buildings.
     
  5. billyjim

    billyjim User

    Some times it is a pain. Especially when it decides to go off fifteen (or us that three) seconds after completing an emergency. Then you get no alerts for twenty four hours.
     
  6. it is annoying which is one of the reasons i have it disabled,i am the type of guy who really likes simulator games and i love to have it as realistic as possible but having the ers disabled kind of makes me angry but i really don't like the way its run
     
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