reviving&instant spawn to outpost.

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maarit
Posts: 1145
Joined: 2008-02-04 17:21

reviving&instant spawn to outpost.

Post by maarit »

i think that this suggestion is very hardcoded but i must give a try.
its also very hardcore suggestion.
when your squadmember gets wounded and needs to be revived.
medic comes and revives him.
after the epiphen,the map pops up to
woundeds screen and his options are now to spawn to the outpost or rally.(or mainbase if he likes to walk back)

but then if you push the give up button,you cannot spawn at outpost,you must spawn at mainbase.

this would help that you think twice before you give up.
i have played medic some and its very usual that wounded dont wait the medic come.
this would help to the realistic gameplay when you shot the enemy,he gets wounded,he is off the battlefield and maybe enemy squad needs to fallback.
i have seen much suggestions about medic vehicles but its taking too much space from the actual assets.
this suggestion kind a simulate that,the wounded have to fallback nearest outpost to get proper treatment.
and for the new model of outpost,add medictent etc.

and first who says that"hey,this is not hardcoded gets 10 points and parrot stamp :smile:
If you are wounded and revived you may spawn at an FOB/RP but there will no longer be any actual revives as they are now.
If you give up or are insta-killed then you may only spawn at your main base.
PlaynCool wrote:I thought of an idea.Make rally points like they used to be, permanent unless overrun, or knifed etc. BUT you should only be able to spawn on them if you are epipen'd by the medic, with a 15 sec delay, if you give up it should be normal like it is(30+sec) and only on FOB's or main base. Maybe give the medic a scope so more players would choose the class.And no more instant revivals from the dead by the medic.Also i remember some versions of PR ago, anything to the head was lethal, even pistol - DEAD DEAD.
EDIT OF EDIT OF EDIT:so remove epiphens and add new feature..CALL EVAC
Last edited by maarit on 2012-10-01 04:28, edited 5 times in total.
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: reviving&instant spawn to outpost.

Post by Jigsaw »

Parrot stamp?

OT so your suggestion is:
  • If you are wounded and revived you may spawn at an FOB/RP but there will no longer be any actual revives as they are now.
  • If you give up or are insta-killed then you may only spawn at your main base.
Its an interesting suggestion, I quite like it tbh although im gonna guess at some hardcodedness here somewhere. If it can be done I would like it if you could still be revived once as normal but a subsequent revive causes you to be able to respawn at an FOB.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: reviving&instant spawn to outpost.

Post by killonsight95 »

Jigsaw wrote:Parrot stamp?

OT so your suggestion is:
  • If you are wounded and revived you may spawn at an FOB/RP but there will no longer be any actual revives as they are now.
  • If you give up or are insta-killed then you may only spawn at your main base.
Its an interesting suggestion, I quite like it tbh although im gonna guess at some hardcodedness here somewhere. If it can be done I would like it if you could still be revived once as normal but a subsequent revive causes you to be able to respawn at an FOB.
i like it to but maybe if this can be done then rallys will be sued for this instead of always being able to spawn on them you can only spawn on them after you've been revied, FOB's and main if you give up
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: reviving&instant spawn to outpost.

Post by Rudd »

I'd like this for Taliban and Insurgents,
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spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: reviving&instant spawn to outpost.

Post by spawncaptain »

Sounds like a good way of preventing that sole medic to revive his squad AND have them ready again in a minute in the same building that is surrounded by half your team.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: reviving&instant spawn to outpost.

Post by maarit »

point is that when you get shotted that you go critical state,you cannot continue fighting.
you need medic to use the epiphen.
when medic hits you with that,you dont pop up with blurry effects.
map pops up,and you may now respawn to any spawnpoint you want.
but if you dont wait medic to come or if you squad dont have medic and you push give up,your only option is respawn to the mainbase.
hope someone get my idea :o ops:

and 10 points and a parrot stamp is finish phrase what you give someone who says or do something good.
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: reviving&instant spawn to outpost.

Post by Potilas »

+
Epipen is the most unrealistic thing in whole mod. I never understand why medics have ridiculous raise dead ability. Why they have named the mod project reality anyway? I totally agree whith starter. Before reading this topic I did not like to see epipen at all in game, but this kind of usage I could fully accept.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: reviving&instant spawn to outpost.

Post by badmojo420 »

I kind of like this idea. The stabbing of the wounded with an epipen, could symbolize treating the wounds and shipping him off for medical treatment. So if you've been treated while wounded, you can spawn instantly, if not, you have to wait the usual time to re-spawn. I don't think you need to punish those not treated by forcing them to spawn at main. The extra time to re-spawn would be punishment enough.

Anything is better than stabbing a wounded soldier with an epipen and having him combat ready in under 30s.
qsmith
Posts: 70
Joined: 2009-04-26 14:21

Re: reviving&instant spawn to outpost.

Post by qsmith »

Potilas wrote:+
Epipen is the most unrealistic thing in whole mod. I never understand why medics have ridiculous raise dead ability. Why they have named the mod project reality anyway? I totally agree whith starter. Before reading this topic I did not like to see epipen at all in game, but this kind of usage I could fully accept.
there not dead there wounded.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: reviving&instant spawn to outpost.

Post by Hunt3r »

First aid bag and field dressings shouldn't heal the person past the point where they stop bleeding.

They should keep you just at about 75 percent health. From there you get medevac to main base to heal completely I guess.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: reviving&instant spawn to outpost.

Post by BloodBane611 »

This could be a good system, if it could be coded it would be interesting to test ingame. I do agree that something should be done to more realistically reflect the way real combat medicine works (i.e. most of the time soldiers don't simply take a bullet, get a bandage on it, and return to the fight).
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: reviving&instant spawn to outpost.

Post by maarit »

badmojo420 wrote:I kind of like this idea. The stabbing of the wounded with an epipen, could symbolize treating the wounds and shipping him off for medical treatment. So if you've been treated while wounded, you can spawn instantly, if not, you have to wait the usual time to re-spawn. I don't think you need to punish those not treated by forcing them to spawn at main. The extra time to re-spawn would be punishment enough.

Anything is better than stabbing a wounded soldier with an epipen and having him combat ready in under 30s.

it maybe also work with that way.but respawn time should be increased alot.
but if my medic cant revive me that i cant spawn to outpost and i have to spawn at main,thats ok to me.
i just need a ride to my squad.
but spawning in main just simulates that your soldier was killed in a battle and reinforcements arrives to the main.
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bad_nade
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Re: reviving&instant spawn to outpost.

Post by bad_nade »

I like the general idea of this - if you give up, you have to spawn in main base. But there is plenty of details that need to be sorted out and tested. Like how to deal with insta-deaths inside a vehicle and insurgents, who don't have that many epipens around. Not to mention that wounded is not dead yet and players might have hard time understanding why they have to respawn after medic have stabbed them with a epipen.

Ultimately this is not only a medical question, but effects rally point and FOB systems also. For example, what if squad leader is wounded and rally point gets overrun? Normally, main priority would be getting SL back on his feet and find a better place for a new rally, but if SL ends up at a FOB or main base after epipen, then the rest of the squad would be screwed.
maarit wrote:spawning in main just simulates that your soldier was killed in a battle and reinforcements arrives to the main.
Actually, rally point is the place where reinforcements arrive. Remember, the guy popping up out of nowhere at a rally point is not the same soldier who just got killed in action. He is reinforcement who was sent threre from main base. This is also one reason why rallies must be in safe locations - if rally is not safe, reinforcements can't get there, which in turn leads to very familiar situation where rally is not spawnable.
Last edited by bad_nade on 2009-11-13 02:54, edited 2 times in total.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: reviving&instant spawn to outpost.

Post by maarit »

clueless_noob wrote:I like the general idea of this - if you give up, you have to spawn in main base. But there is plenty of details that need to be sorted out and tested. Like how to deal with insta-deaths inside a vehicle and insurgents, who don't have that many epipens around. Not to mention that wounded is not dead yet and players might have hard time understanding why they have to respawn after medic have stabbed them with a epipen.

Ultimately this is not only a medical question, but effects rally point and FOB systems also. For example, what if squad leader is wounded and rally point gets overrun? Normally, main priority would be getting SL back on his feet and find a better place for a new rally, but if SL ends up at a FOB or main base after epipen, then the rest of the squad would be screwed.


Actually, rally point is the place where reinforcements arrive. Remember, the guy popping up out of nowhere at a rally point is not the same soldier who just got killed in action. He is reinforcement who was sent threre from main base. This is also one reason why rallies must be in safe locations - if rally is not safe, reinforcements can't get there, which in turn leads to very familiar situation where rally is not spawnable.
yeah,but theres also players who dont understand that when you are critically wounded,medic just use epiphen ja medicbag,you are fully healed.
and i was thinking this suggestion with beta in my mind.no rallys.
so,if you are wounded,you go outpost to get some proper treatment,but if you are killed,you spawn at mainbase.
im not sure what others think that where reinforcements arrives first .
i think that first they arrives on mainbase and then they ask,helis,aps to drive they to the enemylines.
Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Re: reviving&instant spawn to outpost.

Post by Bonsai »

Sounds interesting. And as another step into the right direction...
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galeknight1
Posts: 252
Joined: 2009-08-15 22:33

Re: reviving&instant spawn to outpost.

Post by galeknight1 »

I think the general playerbase of PR will be still gettin used to no rallies, but it seems like a good idea even though it's a bit too hardcore... I can sense a disruption in squad cohesion.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: reviving&instant spawn to outpost.

Post by RHYS4190 »

maarit wrote:i think that this suggestion is very hardcoded but i must give a try.
its also very hardcore suggestion.
when your squadmember gets wounded and needs to be revived.
medic comes and revives him.
after the epiphen,the map pops up to
woundeds screen and his options are now to spawn to the outpost(or mainbase if he likes to walk back)

but then if you push the give up button,you cannot spawn at outpost,you must spawn at mainbase.

this would help that you think twice before you give up.
i have played medic some and its very usual that wounded dont wait the medic come.
this would help to the realistic gameplay when you shot the enemy,he gets wounded,he is off the battlefield and maybe enemy squad needs to fallback.
i have seen much suggestions about medic vehicles but its taking too much space from the actual armors.
this suggestion kind a simulate that,the wounded have to fallback nearest outpost to get proper treatment.
and for the new model of outpost,add medictent etc.

and first who says that"hey,this is not hardcoded gets 10 points and parrot stamp :smile:

imagine having to spawn back at a fire base every time you got wounded it just pure madness dude, and it does nothing for game play ether unless you consider pissing dedicated team orientated players off and making them leave. every time i come onto this forum there are people who just want to go even more extreme and make that game just that little more unplayable and impractical.

Don't get me wrong i what realism, But i want practical game play as well,

Plus, the way things are going rally points are going to be removed in 0.9, SO that enough, the game play and the community will be shook up enough with out this.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: reviving&instant spawn to outpost.

Post by maarit »

RHYS4190 wrote:imagine having to spawn back at a fire base every time you got wounded it just pure madness dude, and it does nothing for game play ether unless you consider pissing dedicated team orientated players off and making them leave. every time i come onto this forum there are people who just want to go even more extreme and make that game just that little more unplayable and impractical.

Don't get me wrong i what realism, But i want practical game play as well,

Plus, the way things are going rally points are going to be removed in 0.9, SO that enough, the game play and the community will be shook up enough with out this.
maybe you a right.
like i sayd,its very hardcore suggestion.
but imo is that there should be least some punishment when you push the give up button.
its very annoying the waste your smokes,hit few epiphens and then realize that your squadmember is alive and well running there.
its just easyer and faster to give up that wait medic to come,hit the smokes,revive,heal.
and yeah,i think also that moving rallypoints is a big thing,we should take that first and then think about more changes.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: reviving&instant spawn to outpost.

Post by RHYS4190 »

maarit wrote:maybe you a right.
like i sayd,its very hardcore suggestion.
but imo is that there should be least some punishment when you push the give up button.
its very annoying the waste your smokes,hit few epiphens and then realize that your squadmember is alive and well running there.
its just easyer and faster to give up that wait medic to come,hit the smokes,revive,heal.
and yeah,i think also that moving rallypoints is a big thing,we should take that first and then think about more changes.
yeah that exactly it. people need time to settle into the new update it a really big shock to not have rally's, it makes the game 10x more difficult to play.

PR might be able to survive the removal of the rallies. but if you hit PR with enough huge change at the same time thing's might collapse.
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: reviving&instant spawn to outpost.

Post by PlaynCool »

+++ I like it.
Forgive my bad English... :?
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