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Operations

Incidents

Mission spawning

Incidents appear automatically in your “Incident Spawn Zone”, along the real-world road network. Their spawn rate depends on the player's resources relative to the resources required by active missions, and adjusts based on several factors, including:

  • your number of buildings
  • your number of special buildings
  • your number of available vehicles
  • your level

A hard cap of 20 simultaneous incidents is currently in place (to avoid flooding the map if a player accidentally leaves the game open). The more resources currently required of a player, the lower the spawn rate. The criteria above determine how many resources can be required of a player simultaneously across all active missions without reducing the incident spawn rate.

A mission can be offered to an operator if and only if their total available TAGS are sufficient to handle it.

Variety of incidents

The game covers more than 2000 emergency situations:

  • urban, industrial and vegetation fires,
  • rescue operations and medical emergencies,
  • road traffic accidents,
  • public order operations, crimes in progress and vehicle pursuits,
  • area reconnaissance and missing person searches,
  • water-based operations or operations in challenging environments.
  • etc.

Assessment and reconnaissance

Each mission has an indicator (not shown to the operator) that determines its severity. The more severe a mission, the more likely it is to require a command vehicle (TAG CMD). This probability ranges from 1% to 25% for the most sensitive incidents. If a CMD is required, resolution will not begin until it has completed a thorough assessment.

When an incident spawns, there is also an initial tag visibility variable (not shown to the operator). Based on how sensitive the incident is, it determines the likelihood that the vehicles initially dispatched will need reinforcements.

On-site resolution time

The time needed to resolve an incident includes a significant random component, combined with the total number of units on site.

Rewards

Each completed incident awards XP & Credits, taking into account several variables that are not shown to the operator:

  • The combined value of every TAG required for the incident (determined by how difficult the tag is to obtain, the level at which it unlocks, the value of its associated vehicle and the likelihood of that tag being required for an incident).
  • A very substantial fleet diversity bonus. The more varied the player's TAGS are (even if they are not required for the incident in question), the more the player is rewarded for fleet diversity.
  • A diversity bonus. The more different TAGS the incident required to resolve, the larger this bonus.
  • A duration bonus. The longer the mission took to resolve, the larger this bonus (capped at around 17 minutes).
  • A bonus for search and pursuit missions.
  • An emergency call bonus applied to missions from the “Emergency Calls” update [COMING SOON]
  • Random variation.
  • A very slight diminishing-returns penalty based on the number of required TAGS applies to the credit reward only (to prevent incidents requiring an excessive number of vehicles from yielding disproportionately large rewards).