Missions


SimCopter features a variety of jobs, emergencies and other problems that Central Dispatch will bring to the player's attention.
Below is a list of every mission type and all the associated information relevant to them.

The difficulty slider in City Settings determines frequency & severity of events, as well as the maximum score.
Only up to 4 missions can be randomly started at any given time, even on maximum difficulty - though an unlimited amount of events can be caused by the player, or by chain reaction (ie. Rooftop Rescue missions caused by a Building Fire).

Note that many already-active missions cannot be completed if the City Settings are lowered to minimum after the mission was started.
ICON MISSION NAME DESCRIPTION SUCCESS REWARD FAILURE PENALTY DELAY PENALTY ADDITIONAL NOTES
Medevac One or more Sims are injured and urgently need to be escorted to a hospital. 100 Points 200 Bucks (for every evacuated Sim)

Dispatching an Ambulance does not reduce the amount of your reward.
0 or -100 Points (for every deceased Sim)

Only deducts points once the deceased Sim is taken to the hospital or an ambulance.
Injured Sims will very slowly expire the longer it takes to get them medical attention, both inside and outside of your helicopter. You gain 10 Bucks for every injured Sim you bring into your helicopter.
You gain 30 bucks when a medic at a hospital takes an injured Sim out of your helicopter.
The manual states that having a Medic with you gives the injured Sim more time before they expire, but this is hard (if not impossible) to verify.
Transport One or more Sims need to be transported from point A to point B. 50 Points 100 Bucks (for every transported Sim) Minimum of -50 Points
Varies based on amount of Sims
-10 Points

Once the Sims are in your helicopter you no longer incur a Delay penalty, no matter how long it takes to deliver them to their destination.
You gain 10 Bucks for every Sim you bring into your helicopter.
You gain 20 Bucks for each Sim you drop off, on top of the total reward for completing the mission.

A very important thing to be aware of when taking on a Transport mission is that the location the Sims wish to be transported to can only be seen by setting the Transport mission as your active mission on your minimap.

Sims requesting transport will usually walk towards the player's helicopter, but can more often than not end up lost and running away instead. Getting out of the helicopter for a moment seems to rectify this in some cases.
Traffic Jam Some cars are stuck and need to be re-directed. 50 Points 100 Bucks Traffic Jams persist until taken care of. -10 Points In addition to occurring at random, any object or event that can get in the way of a car is capable of causing a Traffic Jam.

Airlifted Cops will not take care of Traffic Jams, though cars sent by Police Dispatch have the odd ability to simply erase any jammed cars they drive through, thus indirectly (though effectively) taking care of the Traffic Jam.
Rescue One or more Sims are stuck somewhere and need to be rescued. 100 Points 200 Bucks -100 Points -10 Points

Once the Sims are in your helicopter you no longer incur a Delay penalty, no matter how long it takes to deliver them to safety.
You gain 10 Bucks for every Sim you bring into your helicopter.

Comes in many varieties: Rooftop Rescue, Boat Rescue and Train Rescue.

In any city with a train, Train Rescue missions will cause the local train to careen out of control. This train can run into and destroy any cars trying to cross an intersection between the road and railway, most likely resulting in a Medevac mission.

Boat Rescue missions can be failed by destroying the boat with your helicopter.
Rooftop Rescue missions can be failed if the building is destroyed.

Rooftop Rescue Sims can become caught in geometry, in which case a rescue harness is the only thing that has a chance to reach them.

Rescue missions persist until the Sim is rescued, and cannot be failed unless they are killed.
Fire A building, vehicle or other location is on fire and needs to be extinguished. Minimum of 100 Points, 150 Bucks
Varies based on severity
Varies based on severity Fires will eventually burn themselves out, destroying the burning tile in the process. You gain 50 Bucks for every fire extinguished.

Fire missions can sometimes cause Rooftop Rescue missions at the same time as Sims can end up trapped on the rooftops of burning buildings, even if the Rescue mission slider in City Settings is turned down. Extinguishing the fire does not end the Rescue mission.

An EXTREMELY RARE Burning Vehicle event is the Train Crash, which rewards the player with 300 Points 300 Bucks on completion.
Criminal A suspect is at large.
Comes in many varieties: Robbers/Muggers, Arsonists and Burglars
300 Points, 500 Bucks Criminal missions will persist until the suspect is apprehended. -10 Points Suspects can be apprehended by a Cop or by landing your helicopter on the suspect.

Burglars will try to escape in a vehicle, in which case the Chase Dispatch is necessary if you cannot get the vehicle to stop.
As with Speeders, ramming it will force the vehicle to pull over (unlike regular cars which will start Burning Vehicle events when rammed).

Arsonists start fires that do not spread to or destroy tiles, but will make it harder for your helicopter to get close.

Criminals will move away from helicopters and law enforcement, occasionally open fire on your helicopter (possibly causing severe damage) and supposedly run slower while under a helicopter's spotlight (though this is unconfirmed).

Criminals can become caught in geometry, in which case the Mission cannot be completed by any means beyond destroying the occupied tile.

Cops dropped off at a Criminal's location must be observed capturing the suspect before the player flies away, as the officer will likely disappear if the player gets too far away before apprehending the suspect.
Riot Upset Sims are causing a disturbance and need to be dispersed. Varies greatly depending on how many Rioters there are. None, though it takes a long time for a Riot to end by itself. -20 Points You gain 10 Points 10 Bucks for every Rioter you disperse.

Rioters can be dispersed with your megaphone, a Police/Fire dispatch, your Water Cannon or Teargas Canisters.

Rioters start fires that do not spread to or destroy tiles, but will make it harder for your helicopter to get close.

Riots are bugged in Version 1.0.1.4 where they will not have working Mission icons and are not possible to be completed.

Non-Mission Events


These are things the player can do that are not part of a mission alert but still give/take Points and Bucks, from completing side activities to engaging in malicious acts.
EVENT NAME DESCRIPTION RESULT ADDITIONAL NOTES
Career Advancement Occurs when you hit the maximum amount of score on a given level. 500 Bucks Reward decreases by 50 as you progress through Career Mode difficulty levels.
You Blocked Traffic! Occurs if you place your helicopter in the way of cars. -50 Points -50 Bucks Naturally, can cause a Traffic Jam.
You Hurt A Sim! Generally occurs if you throw a Sim out of your helicopter from a high altitude. -300 Points -100 Bucks Can start a Medevac mission if a droppde Sim survives the fall.
Sim Injured! Generally occurs when you use Teargas on a Sim, but can sometimes happen arbitrarily and out of nowhere when a Sim gets injured - whether you were involved or not. -40 Points Will start a Medevac mission.
You Caused an Accident! Generally occurs if you hit a vehicle with your helicopter, bucket or the like. -100 Points -75 Bucks Can cause a Burning Vehicle event.
Vehicle Burned! A burning vehicle was destroyed. -20 Points
Boat Sunk! Generally occurs if you hit a boat with your helicopter, bucket or the like. -100 Points -100 Bucks Can cause a Boat Rescue event.

Destroying an overturned boat will incur this penalty event, even if the boaters have already been rescued.
Fire Spreading! A fire has spread to a neighboring tile. -20 Points
Fire Destroyed Area! A fire has destroyed a tile. -200 Points This occurs when a fire has burnt out completely.
Missile Caused Damage! Occurs if you fire an Apache's missile at a building. -200 Points -200 Bucks Will result in a non-Mission-Event "Fire Spreading!" fire to be started at the impact site.
UFO Shot Down! Occurs if you successfuly take down the UFO that appears on any map that has an Apache. 1000 Points A crashed UFO will not start a fire, no matter what tile it impacts.
Plane Shot Down! Occurs if you use your Apache to take down an airplane. -100 Points -100 Bucks A crashed plane will start a Fire event on whatever tile it impacts.

Speeders



This is a Non-Mission Event that is too minor to be considered a Mission, but too significant to be lumped in with the smaller events above.

At any given time in any city, there is a car that is driving dangerously fast. These speeding cars can be identified by the plume of smoke and the sound of squealing tires they produce every time they take a turn. They will also force any car they drive past to pull over.

Taking care of a Speeder rewards you with 100 Points and 200 Bucks (Though, for some reason, the game only announces the points).
You gain 5 Bucks roughly every 10 seconds you keep a Speeder pulled over.

Speeders will pull over if you use the Stop Criminal megaphone option, but ramming them can also force them to pull over (unlike regular cars which will start Burning Vehicle events when rammed). The Chase Dispatch is also effective for making sure an officer stays on top of the pursuit.

Speeders can sometimes end up in a car accident, causing a Burning Vehicle event.

It can take a long time to get a Cop to a Speeder as only Dispatched Police will deal with Speeders; airlifted Cops ignore the Speeder entirely. It is not wise to prioritize Speeders over more urgent missions, as Speeders are not a real Mission Event and will not incur a penalty for being ignored.

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