Wounded Soldier

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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Wounded Soldier

Post by Onil »

Here's an idea to change the current revive system:

1 - If possible force a specific kit on revive, blocking the standard spawn kits (stopping the TK/Revive for Officer Kit)

2 - Duplicate the Rifleman Iron Sights Kit and call it Wounded Soldier Kit. add the following configuration to it:

- Lower the kit's stamina - A wounded soldier might not be able to walk/run as fast
- Raise the weapon's aiming time (pulling up the iron sights) - A wounded soldier won't have the same reaction time
- Remove the kits body armor - A wounded soldier is more suitable to be killed when shot again
- Make so that anyone with this kit cannot pickup any other kit - to keep him as a wounded soldier
- If possible make so that this kit disappears instantly when the soldier is down - to avoid healthy soldiers pickup up the Wounded Kit

3 - Make the Wounded Soldier Kit the only Kit that you can be revived with (as on the first step)

EXTRA Medevac Option:

Add MedEvac vehicles - Chopper and/or Ambulance with 1 or 2 stretchers that can only be driven by a pilot/medic and add the following configuration:

Add Healing to whoever is laying on the vehicle's stretcher.

Add the ability for a Wounded Soldier to request regular spawn kits from the vehicle (simulating the medevac) and make so that a player with a Wounded Soldier kit can pick them up (If needed duplicate the spawn kits and rename them so that they are different kits that are allowed to be picked up while the regular spawn kits and every regular requested kit cannot be picked up by a Wounded Soldier)

This would make so that even after the team is deployed by the transport vehicles, their job is still needed for medical support. Take Muttrah City and Barracuda as an example, after the US team is deployed successfully and if it isn't pushed back to the carrier, the transport choppers aren't needed for transport anymore and are only going on resupply runs. Eventually that isn't needed anymore as well or/and there are too many AA's placed.
Addind the Medevac will add one more job for pilots to do and since it will be needed, it will also add more teamplay in terms of the vehicle's protection.

An Answer from a DEV saying if this is possible would be very appreciated.

Discuss Away.
Last edited by Onil on 2009-04-30 17:28, edited 1 time in total.
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Mary.au
Posts: 131
Joined: 2009-02-05 23:30

Re: Wounded Soldier

Post by Mary.au »

That's a rather interesting idea acctually, very well thought out.

However, say a sniper goes down (somehow has a medic present) then gets revived, wouldn't he then have a m16, that's somehow appeared from nowhere?

A few flaws, but sounds alright (In theory).
Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: Wounded Soldier

Post by Onil »

You will keep the sniper kit as long as it didn't disappear from the ground. So you have if im not mistaken around 60 seconds to be revived to keep the kit. That is how it currently is in game.

Basically if you get revived within that time you won't come as a wounded soldier and keep your previous kit.

The longer it takes for the medic to get to a critically wounded soldier, the more the damage the wound might inflict due to high bleed so this system simulates that you only come back as a wounded soldier if you don't get medic assistance right away.
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Wounded Soldier

Post by Jigsaw »

Hmm complex but very interesting and innovative suggestion right there. Think its probs best to wait for an answer from a Dev on whether this can be included or not before commenting further...
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Wounded Soldier

Post by fuzzhead »

Interesting idea... we had some tests spawning a "default" wounded kit but we had problems with duplicate kits (2 kits on spawn).
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Wounded Soldier

Post by chrisweb89 »

If this is possible I would definetly support any part of this idea.
galzohar
Posts: 1827
Joined: 2009-04-27 17:09

Re: Wounded Soldier

Post by galzohar »

I don't get why there is even such a thing as "reviving". IRL you can't really get someone into better shape than he currently is by providing medical treatment (without actually taking him into a hospital, fully treating him and then letting him heal up over a long time), only thing medics actually do in the field is make you survive longer so you might actually make it to the hospital alive.
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: Wounded Soldier

Post by rangedReCon »

Cool idea. I like the fact the wounded soldier is really a crutch, and would play like one.
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crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: Wounded Soldier

Post by crazy11 »

galzohar wrote:I don't get why there is even such a thing as "reviving". IRL you can't really get someone into better shape than he currently is by providing medical treatment (without actually taking him into a hospital, fully treating him and then letting him heal up over a long time), only thing medics actually do in the field is make you survive longer so you might actually make it to the hospital alive.
There is only so much you can do with the engine.
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Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Wounded Soldier

Post by Ace42 »

<Gives up, runs back to squad fully healed with the kit of choice - without having to wait a minute for a revive and a gimped kit>
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Wounded Soldier

Post by rampo »

do want, excellent suggestion onil!
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Hietaa
Posts: 175
Joined: 2007-09-24 13:53

Re: Wounded Soldier

Post by Hietaa »

Medevac with choppers will not work on public servers just not enough good pilots.

And if you give wounded soldiers nerfed kit they don't want to be revived and rather than waiting for a medic they just give up and spawn again -> reduces teamwork.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Wounded Soldier

Post by AnRK »

Ace42 wrote:<Gives up, runs back to squad fully healed with the kit of choice - without having to wait a minute for a revive and a gimped kit>
If they get such a thing in game I'm sure they could code it it so wounded soldiers are given a longer respawn then un-revivable folk to stem that kinda behaviour.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Wounded Soldier

Post by Rudd »

galzohar wrote:I don't get why there is even such a thing as "reviving". IRL you can't really get someone into better shape than he currently is by providing medical treatment (without actually taking him into a hospital, fully treating him and then letting him heal up over a long time), only thing medics actually do in the field is make you survive longer so you might actually make it to the hospital alive.
its a gameplay dynamic, not a realism dynamic, the healing times etc are long to keep the person out of the fight so that its not such a problem.

The suggestion is interesting in the first part, the second part is mostly resuggested, apart from requesting spawn kits, which would be a little wierd since it would be used for ammo resup.

It can be done according to my understanding, but I dont understand what woud happen to the persons normal kit? HAT etc, the squad would be pretty screwed if they couldn't pick it up again.
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: Wounded Soldier

Post by Onil »

Hieta wrote:Medevac with choppers will not work on public servers just not enough good pilots.

And if you give wounded soldiers nerfed kit they don't want to be revived and rather than waiting for a medic they just give up and spawn again -> reduces teamwork.
If PR was made thinking only of how things will work out in a public server with low amount of team players, it would never have reached its current state.

In a clan war, league, tournament and even a public server with the right amount of teamwork this would work properly since teams don't want to loose tickets, and as other said respawn time could be raised as well.
Dr2B Rudd wrote: The suggestion is interesting in the first part, the second part is mostly resuggested, apart from requesting spawn kits, which would be a little wierd since it would be used for ammo resup.

It can be done according to my understanding, but I dont understand what woud happen to the persons normal kit? HAT etc, the squad would be pretty screwed if they couldn't pick it up again.
Requesting the spawn kits from the medevac vehicle would only be available to wounded soldiers so i don't see any harm on them getting a new kit even if it brings more ammo than the last one they had. It simulates the medevac & reinforcements.

As i said if you are critically wounded and had a HAT kit, that kit will stay on the ground for around 60 seconds (as it is now in game) meaning that if you get revived during that time you still come back up with it or with whatever kit is next to you on the ground.
Only if there's no kit on the ground, would you be revived with the wounded kit.
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: Wounded Soldier

Post by Onil »

Jonny wrote:Along with the medic changes? Seems overly harsh to me.

I dont like how the kits disappear before you respawn ATM, so having them totally go would be even more insane as then you just get a fully loaded rifle anytime you get revived.
First of, the kit disappearing from the ground would be exactly the same as it is now. You only come back as a wounded soldier if the kit on the ground already disappear, again as it is now in game but instead of letting you choose what kit you want, you're forced to come with the wounded kit

And your point of coming back with fully loaded rifleman anytime you get revived, again as it is now... kit on the ground disappears and allows you to choose a spawn kit that comes fully loaded. People use this a lot to recover the officer kit for example.

So all in all, your points are zero. Your critics are to the current system and not related to my changes.
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galzohar
Posts: 1827
Joined: 2009-04-27 17:09

Re: Wounded Soldier

Post by galzohar »

There's no limitation in the engine that prevents keeping the dead soldiers dead. Even no-respawn games work fine if not great, especially when maintaining other aspects of realism as well.

I don't see the point of modeling medics in a realism mod just for the sake of having them, at the cost of realism. With current medic implementation it would be much more realistic to not have medics at all.
TempesT
Posts: 152
Joined: 2009-04-11 05:08

Re: Wounded Soldier

Post by TempesT »

It is a good idea. I don't know if I support it though.
Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: Wounded Soldier

Post by Onil »

thanks for the opinions, any more feedback on this?
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