Wilkinson wrote:Limiting the Medic Bag Ammo. Limit to up to 3 Guys Max heal before running out of ammo. Removing some Field Dressings from Medic.
Should the medic be able to heal them fully?
What is the incentive to use the Medical Tent, if you can heal up most of your squad before running out, and then you can get ammo from a rifleman or from a nearby supply crate, which would basically be a 'one man medical tent' since he could just heal them all while sitting next to an ammo source.
Should he be able to heal them just until they would stop bleeding?
This might provide an incentive to go to a medical tent, but only when there is a break in the action. If you get shot, and then you are revived and healed, but you don't have to worry about bleeding out unless you get shot again, so why would you risk your squad's ability by having to run on foot to the nearest tent? Once the battle was over, you would then leisurely make your way back to the tent as a squad and heal up once the battle is over.
Should he be only able to heal enough to keep them alive but bleeding as he escorts them back to a tent?
If this is the case, a casualty on the battlefield will become a very serious issue, since the soldier would be much less able to fight back against the enemy, since he would be tethered to a medic to keep him alive. This is good, because it means that until the soldier is fully functional again he is much less able to fight back, which means a squad that has one man injured is a half of a rifle less powerful (the wounded may be able to shoot back, but he's likely going to have to stay down for most of the time and be healed by the medic). This is bad, though, depending on how the medic bag actually manages to heal him without raising his health above the bleed level; If it just heals slow enough to counteract the bleed, then what will happen when the squad has two wounded? The medic will simply be unable to keep both of them alive and will literally have to leave one of them to die while he keeps the other one stable. If it heals only to a certain point (say, 70%) he can be a little more combat effective, which is a good thing for the squad. The medic will have to juggle his casualties to keep them all stable, which could make or break the medic system, depending on how difficult it ends up being for a medic to keep his team functioning in a firefight.
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Limiting it's 'amount' of supplies is unsettling to me.
If the medic can heal a number soldier fully, he only needs to make sure to get ammunition every once in a while (like epipens; how often do you find your medic running out of epipens? yes, it does happen, but if you really do pay attention to your squad and have access to supplies it generally doesn't happen).
If the medic can heal a soldier just past bleed, it ends up being just the same as the above.
If the medic can only keep soldiers 'stable' until they get to a medical tent, then limiting his supplies too short will cause a very bad situation for a squad, where the medic runs out of supplies after a time, and then has to try to rush his squad to fall back immediately so that the wounded of the squad don't bleed out before they can make it back to a medic tent.
(For all of the above, assume that there is no incentive to respawn over being healed. This way we can examine the system itself, then build on it and alter it or the respawn system to mesh together better. Establish the foundation, then build upon it.)
Medical Tent. Full Medical Team is here. Walk in and be healed, FASTER and STRONGER Heal Points given.
If there is only one at main, then medivac would become more commonplace.
If they are firebase deployable, then a squad that is too far into the fight from a firebase, or the team simply didn't establish good firebases, the entire team could be crippled if there would be no way to heal fully (if medics could only heal enough to keep them alive, but still bleeding).
Because of this fact, I would recommend having them available (at main, perhaps at firebases), but not making them
necessary to heal fully; otherwise, certain more 'realistic' implementations of the medic healing system would be very much undesirable due to having to hope that a firebase is nearby, or a vehicle can come pick them up quickly, etc.
Make the Medical Healing Sytem Slower via the Medical Bag.
Depends on the healing system implemented, really.
EpiPens. Re-Named as morphene?
IMO, renaming it is unrealistic in a way. A critically wounded person as portrayed in game is likely very hurt and cannot make use of their body due to the injury; the epinephrine is an adrenaline shot that would re-start their motor skills, in a way, making them able to walk and move about.
The morphine would be more of something that the medic uses from the medic bag, since it would stop the pain and allow the medic to patch his wounds. (If the medic bag had an opening animation when it begun to heal, then it could probably have a morphine dose as well as gauze, saline, OPA tubes, and even materials for a splint visible)
The way I see it, both morphene and the epipen would be used; but the epi-pen makes sense as the 'defibs' and the morphine makes sense as part of the 'bag'.
Medical Tent Positions. As of now, to be healed you must enter and Sit in the tent. At Base there will be six positions open. At an FOB, only 3 Spots will be available.
No real objections to this, I guess... Might be best to make the main tent 8 spots as opposed to 6, so there is less of a chance for someone to be forced to wait outside and bleed out because an entire squad of people needed to use the tent; it's not likely to happen, of course, but if it did, it would really suck, so it'd be better to avoid it altogether.
Deployed Medical Tent Limitations?
Can we assume that after 13-15 Men, the Medical Tent would run out of Ammo. Thus being Empty. Similar to a Mounted Deployed MG?
I'm not sure whether it could be assigned an amount of 'ammo' for the tent...
If it did, it would be kind of like shooting the missiles from an AA launcher... you use it up, then it becomes useless, so you just throw an incendiary on it, and rebuild it, giving it ammo again.
If you go to the Medical Tent: If you are completely Healed from the Medical Tent. You should get an extra Revival
A good idea to make the medical tents used properly; however, this removes the need for a player to stay out of battle for the 60 seconds of instant death after being treated by a medic. Perhaps it's not necessary to have in the first place, but having a system in place to replicate it while still giving this idea in place would be alright, I guess.
Again, I'm all for the idea of making the system more indepth, but there is just so much that has to be accounted for to avoid issues in the system (all of the above, the respawn system, etc).