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911 Operator: Staff Skills and Behaviours

Game about the difficult work of people that manage emergency lines and services. Your task is to answer incoming calls and to react properly – give first aid instructions, advise, dispatch correct number of firemen / police / ambulances, or sometimes – just ignore the call. Play on ANY CITY in the world!

Staff behaviours

Here you’ll find details of your staffs behaviour.

You can only place staff in their respective services vehicles.

Staff members can only be placed in vehicle of their respective services i.e. police officers in police vehicles etc.

Any staff member will do almost any job if the have nothing to do.

This one’s important to keep in mind when dealing with fires, if a crew member doesn’t have any jobs of their specialisation to do (such as injured to treat for the medics, suspects, victims, and witnesses for police and fire or technical work for the fire department) then they will work on almost any tasks at hand, for example if you have a fire with an injured person and send two ambulances and a fire truck, as soon as the casualty leaves for the hospital in one ambulance, the second medical crew now having nothing to do will attempt to fight the fire alongside the firefighters risking serious injury or death. So always remember to pull out any units from dangerous situations unless they are necessary.

The heavily injured take priority.

All staff will prioritise treating or stabilising the heavily injured before all else, police will devote one or two officers to every injured person, leaving the rest to deal with suspects etc. while firefighters will usually devote the majority of their crew to the injured, as soon as the injured are treated or taken to hospital then they will focus on everything else. If someone is only lightly injured then their priority seems to depend on the situation, so fire or criminals will be dealt with first as they pose a bigger risk than a few cuts and bruises.

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All staff present will get involved in a fight.

If a fight breaks out at an incident all emergency staff present will get involve regardless of their job, though this rarely poses a threat as each person can only fight one person at a time and a criminal will usually start fighting with the police and focus on the officer who irked them leaving other officers, medics, and firefighters free to assist the attacked person.

Suspects, witnesses, and victims can only be dealt with by the police.

While in the event of violence everyone present gets involved to assist the victim, under normal circumstances only police officers can take victim and witness statements and check, fine and/or arrest suspects. As far as I know these are the only job specific tasks in game as of right now.

Dismissal, salaries, and misc.

Staff can be dismissed by dragging them to the hiring panel on the right.

You don’t pay salaries to staff who are not on duty.

The higher a staff members rank the higher their skills and salary.

An assumption on how skills affect tasks

How tasks presumably work.

This is an assumption by me regarding how tasks appear to work I have no proof of any kind as to my theories validity, with that said here it goes.

A task requires a certain number of “ticks” to be completed until it is considered finished and the time shown ingame is based on one averagely skilled responder working on the task, ergo the more skill he has or the more people involved the faster it counts down.

For example imagine we have a crashed car, it requires 1000 “ticks” and a single fire fighter with a tech skill of 1 can complete 10 “ticks” a second then the car will be cleared in 100 seconds (1000 “ticks” / 10 “ticks” a second = 100 seconds), add a second FF and the time needed becomes 50 seconds, 3 FFs take 33 seconds, 4 FFs 25 seconds and so on. A FF with good skill and equipment might complete 20 “ticks” a second will finish in 50 seconds etc.

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Again this is just a theory so don’t take it as anything more.

Staff statistics/skills

Driving skill.

The driving skill directly affects a vehicles top speed, the driver is always the responder with the highest driving skill, the higher a responder’s driving skill the faster a vehicle can go.

A vehicles total speed is calculated as follows, 25 + the drivers driving skill = what percentage of the vehicle base speed it will travel at. For example a fire truck with a base speed of 100 km/h with a driver who’s skill is 1 will travel at 26 km/h, 25% of the base speed is 25 km/h + 1% base speed which is 1 km/h = 26 km/h or put simply, 25% + 1% = 26% = 26% of 100 = 26 km/h.

Another example using the fire truck this time with a driver with a 70% skill =95 km/h. Why? 25% +70% = 95% = 95% of 100 km/h = 95 km/h.

Example the third is a fire truck with 99 skill driver. Total speed 124 km/h. Why? 25% + 99% = 124% = 124% of 100 km/h = 124 km/h.

This formula applies to all player controlled vehicles. As such you should always aim to have someone with a driving skill as close to or above 75 in every vehicle to ensure vehicles hit at least their base speed. It does not appear to be boosted by any equipment. I don’t know if driving skill affects acceleration.

Marksmanship

unknown. I have no idea how marksmanship affects firearms usage, I assume it works as chance for each attack to hit or how much damage a hit does. I base this on nothing other than that my SWAT team, all of whom have at least 80 marksmanship, tend to finish fights faster than officers with lower marksmanship but same equipment.

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Suspects.

The suspects skill is unique to the police and determines how quickly an officer can process suspects, witnesses, and victims. The higher it is the faster the officer works.

Injured

The injured skill determines how effectively a staffer deals with small injuries, these usually but not always do not require hospitalisation the injury grade is determined by the number of blood drops in the bottom left of the portrait, 1 drop indicates normal injuries and 2 drops means severe injuries. Medics always have the highest default injured skill.

H. Injured.

The H. injured skill determines how effectively a staffer deals with heavy injuries, these always require hospitalisation. Heavy injuries are indicated by two blood drops in the bottom left corner of the persons portrait. Medics always have the highest default H.injured skill.

Fires.

The Fires skill determines how effectively a staffer deals with fires. Fire fighters have the highest default fires skill.

Tech. Work.

The tech work skill determines how effectively a staffer deals with technical jobs such as obstacle clearance, removal of wrecked cars, cleaning chemical hazards, and technical work such as power grid repairs. Fire fighters have the highest default tech work skill.

Search.

The search skill determines how effectively a staffer deals with searches,that is to say with the search task you find at an incident, it does not appear to affect how quickly a crew can search individual cells in a search grid. Fire fighters and police have the highest default search skill, though in my games it does seam to vary quite a bit for police officers whereas FFs have a more consistent skill level.

Written by Shadowwolf0357

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