Wilkinson's Medic System Overhaul Suggestion

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Wilkinson's Medic System Overhaul Suggestion

Post by Wilkinson »

So I've been Reading alot of CAS_117's proposed suggestion and of Crack Shot's proposed plan. to Limit medic Abilities

So I played about 3 rounds of PR playing a true Medic. Nothing but playing the Role of the Medic. I've realized that from a gameplay respective point. I respect it. Completly, they are using the proper vBF2 System with some of their own tweaks.

PR's current Medic Tweaks:
  • Get only 1 life, once you are revived once, next time your wounded, you are dead.
  • Field Dressings
  • Epipen Model (replacement of the Paddles)
All great stuff

My Proposal:
  • Remove the Medic Bag's Unlimited Ammo Count. It should Run out like the bandages. You don't always have the supplies. (Taken from CrackSh0t ;) )
  • Create it so that Medic Bag can heal up to 3-4 soldiers Maximum before calling in supplies.
  • Create a "Medical Tent". It will take the properties of the vehicle Depot's healing method. as you get health from the Vehicle Depot, you would have to go to the Medical Tent and get healed. the Medical Tent Requires you to Sit down and wait for healing. It will be coded as a vehicle and can hold a max of 6 people at a time.
  • Start Incoporating a MediVac System for larger scale Maps.
    Doing so Involves a small coding and reskin of all choppers and or vehicles.
    A MediVac should be able to heal you slowly, but not fully. It should take you back to base so you can go into the medical tent, get healed up, and walk out and grab a lift with the next convoy or Transport Chopper.
Your all probably thinking "this dude's some crazy realism loser who wants PR to be all about Realism. Wrong. I agree on PR's Stature of Creating PR for up to date Combat and Weapons and staying away from the Political and Religious Sections of Wars.

My suggestion, leave feedback, nothing negative, always love it :p

Edit1:

Problems with the system:
  • Losing a MediVac Chopper would be a monumental Loss. So Implimenting a Convoy Ground Force of Medivac Humvees would be a great advantage, Using the UpArmored Humvee from R-DEV Cheeseman would seem Proper fit.
Ideas from the people:

-Deployed Mini-Medical Tent. (Tim270)
Last edited by Wilkinson on 2009-08-30 20:11, edited 3 times in total.
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: Wilkinson's Medic System Overhaul Suggestion

Post by General Dragosh »

I do agree on everything i guess =P

But there would be a BIG change if the devs add MEDIVAC's and MED-TENTS, who knows maybe they are trying to implement it for a while now, who knows =P
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HeliaXDemoN
Posts: 40
Joined: 2009-05-18 04:21

Re: Wilkinson's Medic System Overhaul Suggestion

Post by HeliaXDemoN »

I like this. T-up.

:D
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: Wilkinson's Medic System Overhaul Suggestion

Post by Wilkinson »

Keep it coming guys. I updated it with a problems section. If you see any other problems or any suggestions to the mix post up.
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burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Re: Wilkinson's Medic System Overhaul Suggestion

Post by burghUK »

Perfect. Might make people start to actually fear death.
Tim270
PR:BF2 Developer
Posts: 5166
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Re: Wilkinson's Medic System Overhaul Suggestion

Post by Tim270 »

Its a nice Idea but I can see a few problems.
Medical tents Imo would be ok if only being built say 20m at most from a FB. Not deployable otherwise or would simply be used as a defensive point. (The repair station also somewhat acts as a med tent at base.

Medvac vehicles, maybe a hummer or something (1) otherwise choppers already do their job, I.e picking up wounded players and taking them back to base to heal if you call one to pick you up.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: Wilkinson's Medic System Overhaul Suggestion

Post by Wilkinson »

Tim270 wrote:Its a nice Idea but I can see a few problems.
Medical tents Imo would be ok if only being built say 20m at most from a FB. Not deployable otherwise or would simply be used as a defensive point. (The repair station also somewhat acts as a med tent at base.

Medvac vehicles, maybe a hummer or something (1) otherwise choppers already do their job, I.e picking up wounded players and taking them back to base to heal if you call one to pick you up.
Nice Pick up tim.

Agreed, the original plan was actually to leave the Medical Tent at Main Base. but Having it as a Deployed option would work as well. Just instead of the Tent holding 6, it could hold 3.


As for the choppers, the MediVac choppers would heal you and keep you stable if you were bleeding. Where as a regular chopper could not heal you. Get's the job done your right, just depends on circumstance of your health.
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ralfidude
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Re: Wilkinson's Medic System Overhaul Suggestion

Post by ralfidude »

medical vehicles have been brought up before and have been rejected AFAIK
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: Wilkinson's Medic System Overhaul Suggestion

Post by Wilkinson »

ralfidude wrote:medical vehicles have been brought up before and have been rejected AFAIK
found it Ralfi thanks.
Found it in the AAS Section. not sure if it was rejected though. Wasn't in red for Hardcoded as it was simple.

Any DEVs have Input?
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Seiran
Posts: 156
Joined: 2008-09-08 20:16

Re: Wilkinson's Medic System Overhaul Suggestion

Post by Seiran »

Great ideas Wilkinson. +1 for support

When you enter a room full of armed men, shoot the first person who makes a move, hostile or otherwise.

He has started to think and is therefore dangerous.
shribey22
Posts: 103
Joined: 2009-03-24 23:05

Re: Wilkinson's Medic System Overhaul Suggestion

Post by shribey22 »

++++1

However, I see some unavoidable asshat problems:
1. I feel like a lot of ppl would rather just give up and respawn instead of waiting for a medivac that could easily be shot down or blown up en route
2. more noobs flying those critical medivac choppers = many frustrated players

Also, I really like that medical tent idea... but could we have one of those for insurgents? I feel like many insugents are admitted to "hospitals" in combat zones and receive treatment.
Rudd
Retired PR Developer
Posts: 21225
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Re: Wilkinson's Medic System Overhaul Suggestion

Post by Rudd »

Start Incoporating a MediVac System for larger scale Maps.
I don't want to see a system for one map and a system for another tbh


I think the above suggestions are unnecessary mostly. Seems just a very inconvenient system for something that isn't realistically portrayed anyway.

The medevac system would be good if all maps could take it. But thats not really the case I think, but if .9 is primarily 4k maps that could change I guess.
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Celestial1
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Joined: 2007-08-07 19:14

Re: Wilkinson's Medic System Overhaul Suggestion

Post by Celestial1 »

While I do love the idea of making the medic more of a support and stabilizer rather than just a 'healer', and having something else provide full healing...

There is one big thing I find that breaks this system: Respawning. Because you have to be revived, healed partially, picked up by helicopter, flown back to base, wait to be healed, flown back to battle, then meet up with your squad again, a lot of time is lost. Not only that, but if for any reason the medivac chopper or other vehicle is destroyed in the process, a lot of time is lost for no benefit.


I think the idea is great, but it needs to also be accompanied by spawn system changes, like only spawning on rallies under certain conditions (2 teammates within a short distance of the rally, only able to spawn on the rally for 60 seconds after it's been set... etc), otherwise players would be much more encouraged to just give up and respawn when they were in a battle or too far into the fighting zone to be medivac'd.

(I currently believe that the iteration of medic in-game now is one of the best compromises due to other gameplay elements like rally points and etc)
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Wilkinson's Medic System Overhaul Suggestion

Post by Arnoldio »

Ive suggested medical tent like 2 years ago, and more followed...resposes from everybody were: They'll just arty spam it...

Now we have the vehicle depots..never seen any arty strike on that....

It would be nice thing as said, healing with the medicbag longer, and you run out of ammo...tents heal you quicker.
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hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: Wilkinson's Medic System Overhaul Suggestion

Post by hx.bjoffe »

Medic restrictions: Great,
Medical tent: (deployable asset?) sounds good, why not,
Medivac just seems to far fetched tho...
my opinion
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Wilkinson's Medic System Overhaul Suggestion

Post by SkaterCrush »

Yeah, no matter what you do, you will never recreate the need to save a human life in PR. It would be a lot better for them to just respawn because once you need medivac you've basically signed your heli's death warrant. Your loosing 10-??? tickets for something that could be solved by loosing 1 ticket and just respawning. Don't get me wrong its a great idea, just PR as-is it won't work.
For the Medi-tent I would agree on something else smaller, mostly because I play Insurgency a lot and there always isn't enough room for everything, or even just a few things. I would agree on some sort of medic foxhole, but I guess I have yet to see the tent size...

+1 to the medic bag ammo
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jbgeezer
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Re: Wilkinson's Medic System Overhaul Suggestion

Post by jbgeezer »

I agree on everything exept the Medivac system. It would require more players too fill that role too, and I guess people just suicides and respawns instead of waiting for medevac.
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Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Wilkinson's Medic System Overhaul Suggestion

Post by Ccharge »

i sorta agree with the medi bag idea. I belive it should be upped to about 15 full heals (thats alot i know but you have 9 epipens and then soldiers dont always get criticlly wounded).

Medical tents are a awsome idea. Deployable from a firebase makes them very useful to. It makes the firebase even more useful.

Medivac is a defenate no. Its a waste of tickets if the heli blows up. plus time is wasted. Plus that means now you need to have a squad dedicated to the medivac helis and ground vehicles. Combined arms maps are already streaching the player limit. Especially kashan.
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fuzzhead
Retired PR Developer
Posts: 7463
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Re: Wilkinson's Medic System Overhaul Suggestion

Post by fuzzhead »

One thing to remember, if you want a more advanced medical system, you have to look at the respawn system as well, as they go hand in hand gameplay wise. Make the medic system too complex and respawning too easy, and all you do is see medics less used.

By that I mean you'd have to remove rallypoint spawning, and Firebase spawning would need some tweaking to make it more difficult.

If all you do is make the medics harder to use, the result will most likely be less medics used in squads, and more squads relying on respawning as its faster, easier and less pita, plain and simple.
Robbi
Posts: 3564
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Re: Wilkinson's Medic System Overhaul Suggestion

Post by Robbi »

Yup, its exactly why most peeps in Arma 2 just give up and respawn, as its easier and quicker 90% of the time./
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