911/112 Operator Wiki
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During duty, the incident panel will provide information about incidents that you receive. The panel will open on the right side whenever the operator clicks on a incident. There are three tabs in the incident panel.

Info Tab[]

InfoTab

The info tab will provide a basic title, a brief description and a incident icon with a colour coded background of blue, white and/or red for a police, rescue or fire response, as well as possible on site elements.

There are three clickable items in this tab.

  • The ADDRESS will centre the camera over the incident.
  • The IGNORE button will immediately remove the incident. Most regular incidents will reduce the player's reputation, though non-emergency/prank call would not.
  • The WAIT button will close the panel.

The info tab will pop up when the operator clicks on an incident.

On Site Tab[]

Once teams arrive on site at an incident, the Incident Panel with the On Site Tab will display. Clicking any other incident with teams on site will also show the On Site Tab.

OnSite

  The On Site Tab is divided into two columns, Teams on the left and Incident Elements on the right. When hovering over a Team Member icon or a Incident Element icon, lines will appear and link these icons together. A brief description box will also appear.

  For example, resolving a drunk driving collision may involve all three team types. A Police Officer’s icon could link to the drunk driver, a Medic’s icon could link to someone who was injured by the crash, and a Fire Fighter could link to a fire caused by the crash.

Incident Elements[]

  There are two types of Incident Elements:

  •   People indicated by Faces
  •   Things indicated by Icons

A person may also have an icon in the bottom right corner of their face that will indicate their status, and as such what needs to be done with the person. A person may also have a weapon, linked to them on the right of their face, depending on the incident.

Status[]

Things indicated by icons will appear in the Incident Elements column as an issue to be resolved.

Icons representing a person's status
Image Status Description
Injured Needs to be assisted (by anyone)
Heavily Injured Needs to be given First Aid, and later transported to hospital
Dead Formal statement of death needs to be made by a Police Officer or Medic
Suspect Suspects may be fined, checked or taken into custody by Police Officers
Witness Needs to be interviewed by Police Officers
None No action is required
Icons representing on site things/issues
Image Thing Description
Fires Can be resolved by anyone, though firefighters are much faster than other team members.
Technical jobs
"Decorations" No action is required, however something negative may happen to them

Actions[]

    Any action performed on a incident element will have a corresponding icon, overlaid on the incident element.

Incident Element Actions
Image Description
First Aid is being administered on the victim
First Aid was administered on the victim, but requires transport to hospital
The person is being handcuffed
The technical job is being resolved
The person is being issued a fine
The fire being extinguished

Other Status[]

Icons overlaid on the incident element can also indicate the status of the element.

Incident Element Status
Image Status Description
Blocked The element cannot be resolved because another element that blocks it.

(For example, an injured hostage is held by a criminal or doors are blocking the way to other elements)

Search The person/element is not easily visible and has to be found first, before it can be resolved. (For example, a lost child or escaping criminal)

Searches can be performed by all team members, but firefighters and helicopters are the most efficient.

Hit Indicates that the person has been hit

Dialogue Tab[]

DialogueInProgress

During duty, the operator may receive an incoming call. Dialogue is an important part of this game and it is strongly recommend to play with audio on.

The game will automatically attempt to figure out the caller's location after a specified period of time, primarily useful for specified scenarios where the caller would not disclose their location for any reason (heavily injured/terrorism, etc). However, as the mentioned ones are minority cases, it rarely even comes into play, as the caller is either willing to reveal their location (most civilians) or does not need to do so anyway (I.E. The National Guard Commander in the Boston Campaign demanding all units to be withdrawn for the military to take proper action against the riots).

There is no indication of what kind of call it will be before answering.

Calls need to be answered within a few seconds, otherwise the incident will be failed. Once the call is answered, time will slow down until the end of conversation and the player loses the ability to manipulate game speed or pause. The Incident Panel with the Dialogue Tab will display.

Focus on the conversation until the call ends. If the operator does not provide a response during a conversation within an appropriate time, the caller will hang up.

Gather relevant information from the caller. Remember that 911 is for immediate emergencies. Use judgement when giving instructions, speaking to the caller and deciding whether to send units, and how many. The priority is to obtain the location above all others, as units would be helpless otherwise. It is also vital to keep Callers away from situations they are unable to resolve such as a burning warehouse.

It is still possible to dispatch teams during a call, keeping in mind that time is slowed down. Which team and how many are dispatched to an incident is up to the operator.

Ignoring incidents[]

The IGNORE button will end the conversation immediately and remove the incident, usually reserved for incidents that do not actually require intervention, such as non-emergency calls or those resolved remotely.

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