reviving&instant spawn to outpost.
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Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: reviving&instant spawn to outpost.
I dislike this idea.
You're forgetting that Project Reality is NOT a Military Simulation - merely a game.
When I first started playing PR, whatever I was reading said that Project Reality was supposed to be a good blend of realism and game play. If you have to spawn at main base or the FB if you're revived then that'll mean squads being split up left right and centre, and new players will simply say "F*ck this, I'm going off by myself" and will just lead to less team work, less cohesion, and less tactical play.
Also - I'm amused by the way I keep seeing people saying medics can simply pop an entire squad up when half the team is outside. It takes a long time to revive and heal 1 person - this is why you CLEAR buildings/enemy positions and not just shoot everyone you can see and then assume they are all down - if you assault the position, and clear it out properly (you know, like in real life?) then you won't have a problem with enemy medics, as the medic will be wounded, and if he just revived someone they will be dead.
You're forgetting that Project Reality is NOT a Military Simulation - merely a game.
When I first started playing PR, whatever I was reading said that Project Reality was supposed to be a good blend of realism and game play. If you have to spawn at main base or the FB if you're revived then that'll mean squads being split up left right and centre, and new players will simply say "F*ck this, I'm going off by myself" and will just lead to less team work, less cohesion, and less tactical play.
Also - I'm amused by the way I keep seeing people saying medics can simply pop an entire squad up when half the team is outside. It takes a long time to revive and heal 1 person - this is why you CLEAR buildings/enemy positions and not just shoot everyone you can see and then assume they are all down - if you assault the position, and clear it out properly (you know, like in real life?) then you won't have a problem with enemy medics, as the medic will be wounded, and if he just revived someone they will be dead.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: reviving&instant spawn to outpost.
Just no rally spawn and we are good.
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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: reviving&instant spawn to outpost.
sorry to bump this suggestion but 0.9 has released and i have seen few threads about that players dont feel fear that they may die ingame and also wanna answer to that herbiis post.Herbiie wrote:I dislike this idea.
You're forgetting that Project Reality is NOT a Military Simulation - merely a game.
When I first started playing PR, whatever I was reading said that Project Reality was supposed to be a good blend of realism and game play. If you have to spawn at main base or the FB if you're revived then that'll mean squads being split up left right and centre, and new players will simply say "F*ck this, I'm going off by myself" and will just lead to less team work, less cohesion, and less tactical play.
first there is thread about fear ingame and there is lot players who thinks that and also there is suggest that after 5 deaths,you are forced to leave from server.
thats even more radical than this suggest.
i thought that removing rallypoints bring fear to the game and it was like that in rallybeta.
but then when players get used to this system the fear is much lower now.
and to the herbiis post that you forgotted that squadleader have tool and with that he can and should try to keep his squad together.limited rallypoint.
this is like i wroted is a quite hardcore suggestion but if you play this game like it should be played,you dont need spawn anywhere,you dont have to walk anywhere.
just dont die.
i would like to this kind system to be tested cos its realistic but is it too realistic to the game?
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: reviving&instant spawn to outpost.
i bleive that yes it is a tad to relistic for the game, since ours maps are small you are bound to die randomly if a tank just appears and blasts you or something. Also you have to remember that we only have a 6 man squad that is hardly counted as a squad in real-life so the emdic revive system allows for the simulation of larger forces in the area.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: reviving&instant spawn to outpost.
They arent in use so much nowadays... doesnt make a difference really.goguapsy wrote:Just no rally spawn and we are good.

Orgies beat masturbation hands down. - Staker
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Ford_Jam
- Posts: 458
- Joined: 2009-06-19 01:06
Re: reviving&instant spawn to outpost.
Why are people so intent on medivac systems? It would just kill the game 
Can people not imagine how tiring and utterly boring it would be to make a trip back to main base just to continue playing because you were the only one of your 6 squad members to get hit on the off chance, thus holding up your ENTIRE squad and possibly your ENTIRE team!
I can see what people are trying to get at, but it just won't work in PR!
Can people not imagine how tiring and utterly boring it would be to make a trip back to main base just to continue playing because you were the only one of your 6 squad members to get hit on the off chance, thus holding up your ENTIRE squad and possibly your ENTIRE team!
I can see what people are trying to get at, but it just won't work in PR!
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=]H[=CubCadet1972
- Posts: 261
- Joined: 2009-12-20 11:30
Re: reviving&instant spawn to outpost.
I agree that this would wreck havoc on game play. I do feel that the Ins/Taliban side needs a rework of the medic system, as there is no real incentive to use the medkit as Collaborator, or keep a medic as Taliban beyond intel points. Hell, players intentionally shooting collaborators keeps intel points down enough most INS insurgency rounds.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.
Although the Medic system isn't 100% reality based, it works well enough for the game purposes. To the player that didn't think the epipen is realistic: I'm a nurse, and in cardiac arrest situations, epinephrine, better known as adrenaline is often injected directly into the heart to restart it.
I do feel that there needs to be a harsher penalty for giving up on Bluefor.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: reviving&instant spawn to outpost.
This would make fobs useless, and would give no point to the reviving system. And it's unrealistic. How will stabbing someone with an epipen make them re appear nearby?
You'll have to make "cleanup" squads so people can spawn on firebases.
This will kill it.. no thanks.
You'll have to make "cleanup" squads so people can spawn on firebases.
This will kill it.. no thanks.

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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: reviving&instant spawn to outpost.
i played few days ago in muttrah city and we got a pretty good squad there.Dev1200 wrote:This would make fobs useless, and would give no point to the reviving system. And it's unrealistic. How will stabbing someone with an epipen make them re appear nearby?
You'll have to make "cleanup" squads so people can spawn on firebases.
This will kill it.. no thanks.
there was enemy apc driving near.
one of our squadmember get shotted on street and i was medic.
i ask squadleader what we should do.
he said that "nothing".
i understand that you dont wanna pop smoke there,apc comes and rapes us all but its also bad thing to left the guy lying on road with blood in his face.
in that case,there is no point in reviving system.cos everyone should get revived.
and there were fob maybe 300m/400 away,no fear,thats why that guy was goofing alone in middle of street and thats why we let him die there,he can spawn in fob.
with this system,you must get that guy up or he his forced to spawn at mainbase in form of new soldier cos you left that other guy dying on road.
so,get your squadmembers give cover,ask information about apc` movement on that area from other squads.
send your medic to the woundeds location,examine what happened and hit the epiphen simulating that your team take him to the nearest fob to get proper treatment.
no harm done,good team has also good transport squad and also secured fobs.
when spawn at main,ask transport to the fob and then meet your squad.
SUGGESTION INSIDE THE SUGGESTION!!!
that critically state should also be changed in varius states.
when shotted the 5 min timer begin to run and:
0 to 1 min you are:MAN DOWN!!! -state
2 min passed= BLEEDING!!! -state
3 min passed= i have so cold,tell to my mom that he can proud of me -state
4 min passed= going in Unconscious -state.
4.30 min passed= critically wounded -state
then comes death.
that would be nice to have when you communicate with dude who is down:
medic "what is your situtiation there"
noobsniper "im bleeding!!!"
medic "im coming,hang on there"
noobsniper "i have so cold,tell to my mom that if was killed by supplytruck,he can still be proud of me"
etc.....you get the idea.
fobs are important,medic and his reviving abilities are important.
yes,its not realistic that you hit epiphen and he is popping up nearby but with this suggestion im not try to change things to more realistic.(maybe just a little)
thats is also true point but medic system should be separated from that thinking.Also you have to remember that we only have a 6 man squad that is hardly counted as a squad in real-life so the emdic revive system allows for the simulation of larger forces in the area.
the mod should somehow use rallypoints to simulate bigger force in area.
https://www.realitymod.com/forum/f264-p ... dsize.html
with this kind of revive/medic system+ rallypoints with limited spawns it would be perfect.
Last edited by maarit on 2010-06-04 08:40, edited 3 times in total.
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Tarantula
- Posts: 243
- Joined: 2008-03-24 00:36
Re: reviving&instant spawn to outpost.
i like it but i sense alot of fear of hardcoreness
Ingame name: OfficerJamesPrice
"Heavy is good, heavy is reliable, if it doesn't work you can always hit him with it"
"Heavy is good, heavy is reliable, if it doesn't work you can always hit him with it"
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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: reviving&instant spawn to outpost.
again one more examble
we spotted sniper at the roof in beirut map.
so we started to chase him down.
it was too dangerous to go up in ladder so we just surrounded that building.
we also tryed to ask help from other squad and helisquad.
but we dont get any help.
so we just waited patiently there to sniper show his head to us.
and then finally he shows up and bang...to the head.
he was dead.
but after minute there was that same sniper killing people.
so,there was medic also in roof and he revived him.
but with this system,that sniper would be forced to spawn to the FOB.
and if your team is good enough,there is 6 fobs all around a map.
everybody always speaks that there isnt enough fear ingame but this would bring it.
do you want to run in open streets of muttrah anymore after this?
if you get shotted in middle of the road,you are in big trouble and so is your whole squad.
if you push give up,you are back in carrier but if your squad gets organized to safe your *** on road,you are only forced to spawn nearest fob.
but now,you dont need to do anything.just push give up,lose ticket and spawn to the fob.
i see this everytime when i play.
guy get killed and its too dangerous to safe him.thats just stupid.
dont left anyone behind!
we spotted sniper at the roof in beirut map.
so we started to chase him down.
it was too dangerous to go up in ladder so we just surrounded that building.
we also tryed to ask help from other squad and helisquad.
but we dont get any help.
so we just waited patiently there to sniper show his head to us.
and then finally he shows up and bang...to the head.
he was dead.
but after minute there was that same sniper killing people.
so,there was medic also in roof and he revived him.
but with this system,that sniper would be forced to spawn to the FOB.
and if your team is good enough,there is 6 fobs all around a map.
everybody always speaks that there isnt enough fear ingame but this would bring it.
do you want to run in open streets of muttrah anymore after this?
if you get shotted in middle of the road,you are in big trouble and so is your whole squad.
if you push give up,you are back in carrier but if your squad gets organized to safe your *** on road,you are only forced to spawn nearest fob.
but now,you dont need to do anything.just push give up,lose ticket and spawn to the fob.
i see this everytime when i play.
guy get killed and its too dangerous to safe him.thats just stupid.
dont left anyone behind!
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xI DIaboLoS Ix
- Posts: 65
- Joined: 2009-01-20 23:55
Re: reviving&instant spawn to outpost.
I agree with this suggestion compleeetly! I think that this will bring absolute fear for soldiers on the front, people will start to value their lives. Transport assets like APC and Helos will become so ever more important as MORE and MORE people will be needing transport.. Falling back will actually become a valid tactic in PR.
Ive never personally liked the idea of reviving wounded soldiers and in RL people dont just get a shot of adrenaline and are ready for the fight all of a sudden.
I think most PR players will all get the "Ahh hell no! I dont want to spend all my time walking back to front this idea/suggestion is stoooooopid" attitude...
But really this is what PR needs, this way stale mates will not occur as often, moving fronts will become all but apparent, mobility will become the key, which is exactly what war is like now in RL.
This way, retrieving the wounded is beneficial to the team in the fact you dont lose the tickets and that the man can spawn closer to the front. Giving up will now be an unwanted act as spawning at main is tiresome. !
I agree 100%
Ive never personally liked the idea of reviving wounded soldiers and in RL people dont just get a shot of adrenaline and are ready for the fight all of a sudden.
I think most PR players will all get the "Ahh hell no! I dont want to spend all my time walking back to front this idea/suggestion is stoooooopid" attitude...
But really this is what PR needs, this way stale mates will not occur as often, moving fronts will become all but apparent, mobility will become the key, which is exactly what war is like now in RL.
This way, retrieving the wounded is beneficial to the team in the fact you dont lose the tickets and that the man can spawn closer to the front. Giving up will now be an unwanted act as spawning at main is tiresome. !
I agree 100%
A soldier isn't as strong as his weapon, a weapon is as strong as the soldier.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: reviving&instant spawn to outpost.
It would help yes. Make the spawntime a bit longer if you give up, but if you get revived you can insta spawn where ever you want.

Orgies beat masturbation hands down. - Staker
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: reviving&instant spawn to outpost.
Nowhere near possible on the BF2 engine and resuggestionHunt3r wrote: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.
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cipher
- Posts: 167
- Joined: 2009-04-17 14:50
Re: reviving&instant spawn to outpost.
@ OP
Wonderful suggestion!!!
I'd say go even more hardcore and only let the medic stop bleeding. If you get shot 3 times in the chest in real life, the medic doesn't just patch you up and send you back into the fight. He only saves a casualty from being a death statistic. Maybe if the engine was more complicated wounding effects could be instituted, and then the medic could mitigate those as well.
People assume that giving people extra lives when they work in a squad aides teamwork, but in reality all you're doing is making tactics ineffective. If your squad does a great job, like you just mentioned, it's all worthless if you let a single guy get away. Even more common is the squads where everyone ignores the squad leader for the most part and runs off in their own directions. As soon as they get shot they call for a medic, one by one, from different areas in a 300m radius.
Wonderful suggestion!!!
I'd say go even more hardcore and only let the medic stop bleeding. If you get shot 3 times in the chest in real life, the medic doesn't just patch you up and send you back into the fight. He only saves a casualty from being a death statistic. Maybe if the engine was more complicated wounding effects could be instituted, and then the medic could mitigate those as well.
People assume that giving people extra lives when they work in a squad aides teamwork, but in reality all you're doing is making tactics ineffective. If your squad does a great job, like you just mentioned, it's all worthless if you let a single guy get away. Even more common is the squads where everyone ignores the squad leader for the most part and runs off in their own directions. As soon as they get shot they call for a medic, one by one, from different areas in a 300m radius.
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cipher
- Posts: 167
- Joined: 2009-04-17 14:50
Re: reviving&instant spawn to outpost.
They would need to change the transport system a lot, though. Otherwise every game is gonna end with one team getting momentum, and the other messing around at main, popping smoke grenades and tk'in each other.xI DIaboLoS Ix wrote:I agree with this suggestion compleeetly! I think that this will bring absolute fear for soldiers on the front, people will start to value their lives. Transport assets like APC and Helos will become so ever more important as MORE and MORE people will be needing transport.. Falling back will actually become a valid tactic in PR.
Ive never personally liked the idea of reviving wounded soldiers and in RL people dont just get a shot of adrenaline and are ready for the fight all of a sudden.
I think most PR players will all get the "Ahh hell no! I dont want to spend all my time walking back to front this idea/suggestion is stoooooopid" attitude...
But really this is what PR needs, this way stale mates will not occur as often, moving fronts will become all but apparent, mobility will become the key, which is exactly what war is like now in RL.
This way, retrieving the wounded is beneficial to the team in the fact you dont lose the tickets and that the man can spawn closer to the front. Giving up will now be an unwanted act as spawning at main is tiresome. !
I agree 100%
Maybe setting up transit routes between captured flags that AI scripts drive transports between. A player could switch to the driver's seat and take over, if he wanted.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: reviving&instant spawn to outpost.
I wonder if it would be similar to the current AI scripts in place or if they'd have to modify them at all... I'd say the basic structure could be used, with some minor tweaks to the pathing.cipher wrote:Maybe setting up transit routes between captured flags that AI scripts drive transports between. A player could switch to the driver's seat and take over, if he wanted.
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kumade
- Posts: 130
- Joined: 2009-04-05 21:17
Re: reviving&instant spawn to outpost.
Great suggestion but what will happens with guy's kit and body?
If hitting him with epipen means he is stabilized and evacuated to hospital, then same should be with his kit, right? So kits will return in stack immediately after reviving someone and his body should disappear immediately.
Can it cause some exploits? Like teleporting almost entire squads from one map end to another?
(All sq-members, except for medic, showing his head to enemy, dies, teleports to any FB he wants and keeps his kit)
If hitting him with epipen means he is stabilized and evacuated to hospital, then same should be with his kit, right? So kits will return in stack immediately after reviving someone and his body should disappear immediately.
Can it cause some exploits? Like teleporting almost entire squads from one map end to another?
(All sq-members, except for medic, showing his head to enemy, dies, teleports to any FB he wants and keeps his kit)
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: reviving&instant spawn to outpost.
Actually, i failed my previous post.
There is a smell of hardcode here indeed though.
But the system could work like this.
You die/give up, you get additional 1 min spawntime and can only spawn in main.
If you get revived in that 5 min frame (kit stays on the ground) and you can spawn on whatever spawn you like, including RP.
This would promote teamwork a bit and also make things more realistic. Kindof representing reported WIA getting replacements rapidly but unreported WIAs get slower reinforcements.
There is a smell of hardcode here indeed though.
But the system could work like this.
You die/give up, you get additional 1 min spawntime and can only spawn in main.
If you get revived in that 5 min frame (kit stays on the ground) and you can spawn on whatever spawn you like, including RP.
This would promote teamwork a bit and also make things more realistic. Kindof representing reported WIA getting replacements rapidly but unreported WIAs get slower reinforcements.

Orgies beat masturbation hands down. - Staker
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: reviving&instant spawn to outpost.
This could be interesting... But wouldn't that make gameplay too slow?
I'm talking about time-efficiency here, guys. The most fun I get in this game, besides the joke, is the action, and I believe this would decrease the action by a lot.
Yes this is very teamwork-encouraging, but wouldn't that be too slow for gameplay? I'm not supporting nor letting this down, I just wonder atm.
I'm talking about time-efficiency here, guys. The most fun I get in this game, besides the joke, is the action, and I believe this would decrease the action by a lot.
Yes this is very teamwork-encouraging, but wouldn't that be too slow for gameplay? I'm not supporting nor letting this down, I just wonder atm.


