911 Operator

911 Operator

85 ratings
Skill, vehicle, and equipment guide
By Shadowwolf0357
A guide about the statistics, mechanics, and capabilities of the vehicle, staff, and equipment in freeplay. All my personal testing is done in freeplay and anything not confirmed by me will be noted as such with a link to the source. This guide is a work in progress as I can't access the games files directly, if you have any additions or corrections post them in the comments and I'll get on it as soon as I can.
   
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foreword
This guide is meant to help to keep track of some of the games systems and stats as well as things the game doesn't mention in it's various tips and popups and is meant for both veteran players needing a cheat sheet as well as for new players. I've tried to confirm as much of the info as I can, anything I haven't personally confirmed (which is probably going to be a fair bit) I'll provide a link to the source where possible, if you don't see a source link or note as to the lack of a source then I've confirmed it to the best of my ability and time. If you have any corrections or additions drop a comment and I'll get to it as soon as I can.
Staff behaviour
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.

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.

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

Apparently this works the same as speed, with a weapons base accuracy in place of base speed. So an officer with marksmanship over 75 will effectively use their weapons and anything above that giving a boost to accuracy and therefore a higher damage output since they are more likely to hit their targets.

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. Firefighters followed by police have the highest default search skill.

Armour.

While not a skill this fits here best since it affects staff directly. Armour works by reducing the opponents accuracy by a certain amount. For example, a criminal with an accuracy of 1.0 will always hit his target, if the officer he's shooting at has 0.3 armour the the criminal's accuracy becomes (1.0 - 0.3 = 0.7) ergo his accuracy drops so he only hits seventy percent of the shots he takes, if the officer has 0.7 armour, then the criminal will only hit 30% of his shots ( 1.0 - 0.7 = 0.3). Some vehicles give an armour boost to their occupants, see the vehicle section for more.
Staff Promotions
Promotions.

When staff get a promotion most of their skills increase along with their salary. The driving and marksmanship skills do not appear to increase or change throughout their careers.

Quick note before continuing, as the numbers shown ingame are rounded the exact values may be slightly off from the values shown here.

Career related skills

A staff members job related skills, For medics it's the Injured. and H. Injured. skills, For firefighters it's the Fires. and Tech. Work. skills, (oddly police don't seam to have a job related skill) will increase by a fixed amount that is calculated as follows.

1.50 + [Rank (0 for complete rookies through to 5 for max level staffers) / 4] + (skill level rounded to the second decimal place)
For example 1.50 + { 0 / 4 } + 0.97 = 2.47 or say 1.50 + { 2 / 4 } + 0.97 = 1.50 + { 0.50 } + 0.97 = 2.97

For the sake of simplicity I just add .25 to a rookies skill for every promotion to figure out future/past skill levels.

Non career skills


For non job related skills, I.E. for medics Fires, tech, and search. for firefighters Injured, H injured, and search. For police it's all skills. the increase is 16 2/3 percent of the base skill when they were rookies. so their skill grows linearly per promotion and not exponentially.

Further all rookies in a certain profession seem to have the same starting capabilities in non career related skills, as such the table below should represent their skills and salary as they get promoted.

Police
Rank 0
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Suspects
1.00
1.17
1.33
1.50
1.67
1.83
Injured
0.50
0.58
0.67
0.75
0.83
0.92
H.Injured
0.10
0.12
0.13
0.15
0.17
0.18
Fires
0.50
0.58
0.67
0.75
0.83
0.92
Tech. Work
0.50
0.58
0.67
0.75
0.83
0.92
Search
0.75
0.88
1.00
1.13
1.25
1.36
Salary
$200
$233
$266
$300
$333
$366

Firefighters
Rank 0
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Injured
0.50
0.58
0.67
0.75
0.83
0.92
H. Injured
0.10
0.12
0.13
0.15
0.17
0.18
Fires
1.50
1.75
2.00
2.25
2.50
2.75
Tech. Work
NA
NA
NA
NA
NA
NA
Search0
1.00
1.17
1.33
1.50
1.67
1.83
salary
$200
$233
$266
$300
$333
$366

Medics
Rank 0
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Injured
NA
NA
NA
NA
NA
NA
H. Injured
NA
NA
NA
NA
NA
NA
Fires
0.20
0.23
0.27
0.30
0.33
0.37
Tech. Work
0.20
0.23
0.27
0.30
0.33
0.37
Search0
0.50
0.58
0.67
0.75
0.83
0.92
salary
$200
$233
$266
$300
$333
$366

Fields marked NA are career related skills

So a rookie cop would go from 0.75 search to ~ 0.88 on first promotion or from a .50 fires skill to ~ 0.58 etc.

Notes

Shoutout to @Wolfie713 for bot finding the maths behind this and sharing the info here in comments.
Equipment
image
Equipment
price
stats
users
notes
pistol
1000
20 dps, damage 20, attacks per second 1
police only
rifle
3000
40 dps, damage 20, Attacks per second 2
police only
bulletproof vest
1500
Halves incoming damage
universal
defence boost
first aid kit
3000
injured 0.5 h.injured 0.5
universal
system terminal
3000
suspects 0.5
police only
technical tools
3000
tech work 0.5
universal
defuse robot
5000
none
police only
remote securing of bombs
taser
3000
None
police only
Reduces chances of a fight breaking between officers and suspects <2>
shotgun
2000
19.8 dps, damage 60, attacks per second 0.33
police only
defibrillator
5000
injured 0.5 h.injured 0.5
universal
police dog
3000
9.9 dps, search 0.5, damage 30, attacks per second 0.33
police only
fire suit
2500
fire 0.5
fire service only
provides protection from fire
fire extinguisher
1000
fire 0.5
universal
firefighter mask
2000
unknown
fire service only
provides protection from fumes <1>, Reduces the chance of fire injuries by 80%
chest compression system
3000
injured 0.5 h.injured 0.5
paramedics only
pepper spray
500
none
police only
Reduces chances of a fight breaking between officers and suspects <2>
riot control gear
2500
20 dps, damage 5, attacks per second 4
police only
defence boost
sar vest
3500
search 0.5
universal
drone
1500
search 0.5
universal
thermal imager
2500
search 0.5
universal
night vision
1000
marksmanship 25, search 0.5
police only
search dog
2000
search 0.5
Universal

I used generic fire, rescue, police, and multi service icons where I couldn't find specific ones. All image credits go the wiki.

Sources

<1> firefighters mask

<2> Taser and pepper spray stats

Notes

Equipment can be sold at half price by dragging it to the buying panel on the right.

Equipment bonuses stack, that is to say equipping two of most items will grant both their bonuses.

Vehicles don't have any equipment in them and while many provide stat bonuses they don't cancel out or conflict with equipment in any way that I know of.
Vehicles
image
vehicle
bonus
crew
capacity
maintenance
cost
base speed
note
police bike
Armour boost 0.1
2
0
200
20000
180
none
police car
Armour boost 0.3
2
2
500
50000
150
none
police van
Armour boost 0.5
4
4
800
80000
120
none
police helicopter
search 0.5 / Armour boost 0.3
2
0
2000
200000
250
can search individual cells extremely fast
police bicycle
none
2
0
50
5000
40
Has low visibility, 0.5, prioritises detecting minor crimes
unmarked police car
Armour boost 0.1
2
2
750
75000
180
spots more traffic violations, has very low visibility 0.1
sport patrol car
Armour boost 0.1
2
0
1800
180000
250
none
armoured van
better protection. Armour boost 0.9
4
4
2000
200000
80
none
large police helicopter
search 0.5 / Armour boost 0.1
3
2
3500
350000
250
none
prison transport
suspects 0.5 / Armour boost 0.7
2
6
500
50000
100
none
water cannon
suspects 0.5 / Armour boost 1.0
3
0
700
700000
80
none
horses
Armour boost 0.1
2
0
150
15000
70
can cross parks
sar helicopter
search 0.5
1
0
2100
210000
270
none
police pickup truck
Armour boost 0.7
2
2
350
35000
140
Pickups are far less affected by snow.
medical bike
none
1
0
200
20000
180
none
medical car
none
2
1
800
80000
150
none
medical copter
none
2
1
3000
300000
250
none
medical transport
none
3
3
500
50000
100
none
ambulance
injured 0.5
3
2
500
50000
100
none
Vehicles continued
image
vehicle
bonus
crew
capacity
maintenance
cost
base speed
note
fire truck
fires 0.5
4
0
800
80000
100
none
technical truck
tech work 0.5
4
0
1000
100000
100
none
firemens pickup
search 0.5
4
0
500
50000
120
Pickups are far less affected by snow.
helitak
fires 0.5
2
0
3000
300000
250
unknown
ladder truck
none
2
0
1200
120000
80
can free people trapped by flames <1>
field hospital
injured 0.5
3
0
1200
120000
80
none
quad
search 0.5
2
0
200
20000
100
none

I ran out of space in the previous chapter.

I used generic fire, rescue, police, and multi service icons where I couldn't find specific ones. All image credits go the wiki.

Sources

Ladder truck <1>.

Notes

Visibility affects the chances of spotting a crime, the lower the visibility the greater the likelihood of spotting a crime.

A vehicles maintenance is equivalent to 1% of the vehicles price.

Vehicles not in use do not cost maintenance.

Vehicles can be sold for half price by dragging them to buying panel on the right.

The "capacity" heading in the grid above refers to arrested suspects for police vehicles and injured person for medical vehicles.

Vehicles don't have any equipment in them and while many provide stat bonuses they don't cancel out or conflict with equipment in any way that I know of.

Helicopters cannot fly in blizzards.

Bikes are extremely slow in blizzards.

911 operator wiki[911-operator.fandom.com], though it does appear out of date in some areas.
Final notes
I have tried to cover as much about staff, skills, equipment, and vehicles as I can. If I have missed something or made a mistake leave a comment and I'll get on it as soon as I can. If there is something you'd like to see added leave a comment and I'll see what I can do.

That's all for now, hope this helps.

Thanks for reading and take care.
53 Comments
Buttery.Joe 16 Apr @ 10:35am 
damn amazing guide, thanks a ton
Shadowwolf0357  [author] 8 Jul, 2024 @ 1:46pm 
And finally updated, I completely forgot I hadn't done it. Cheers mate :)
CATNIPA 27 Jun, 2024 @ 7:54am 
Cheers mate
Shadowwolf0357  [author] 23 May, 2024 @ 7:17pm 
Cheers mate, I'll update over the next few days :)
Hord-ward 7 May, 2024 @ 5:13pm 
The firefighter mask works like a bulletproof vest but for fire with a probability of 0.8 (80%) of avoiding injury during a fire.
Hord-ward 7 May, 2024 @ 5:11pm 
The unmarked patrol has the advantage of detecting traffic crimes is called VISIBILITY and works as a probability that the crimes will be detected (that they will appear) on the route it is patrolling or near the road it travels if it is going to support another emergency. . The bicycle, although it does not say so, also has the advantage of VISIBILITY. Unmarked Patrol has 0.1 (10%) VISIBILITY and the Bicycle has 0.5 (50%) VISIBILITY. The patrol prioritizes the appearance and detection of traffic crimes as the description says and the bicycle prioritizes the appearance and detection of minor crimes such as drug sellers, assaults or small thefts, but it can also detect all types of crimes and have bad Lucky that they are ones that require many police officers but as I said they usually prioritize the ones I mentioned almost always. VISIBILITY = Probability of detecting crimes on the route the unit travels.
Shadowwolf0357  [author] 6 May, 2024 @ 4:29pm 
Cheers mate, I had no clue vehicles give armour bonuses, nor how it worked. To be honest it's frustrating how much info isn't shown in game. I've updated the guide. Have a good one :)
Hord-ward 5 May, 2024 @ 11:42pm 
The aiming formula is similar to driving using the accuracy of the weapon as if it were the initial speed of the vehicle.
Hord-ward 5 May, 2024 @ 11:41pm 
You forgot to mention vehicle armor and the bulletproof vest's defense boost is armor. The armor works like the defense of the XCOM game which means reducing the enemy's accuracy and preventing damage. The standard patrol armor is 0.3 which means it reduces the enemy's aiming percentage by 30%. Example: enemy aim 80% (80 point) - 30% of the patrol's armor (30 points) means 80-30 = 50% probability that the policeman will receive damage and if he has the bulletproof vest and the patrol armor patrol fail is now recalculated with the vest armor being 0.5.
Shadowwolf0357  [author] 2 Jan, 2024 @ 4:57pm 
Yeah, unfortunately the game does feel a little left behind, I checked and it clocks about a hundred players daily so not exactly the hottest game out there, nonetheless if you feel like getting the info just for the sake of it I'll gladly add it to the guide. Cheers mate :)