[Medic Station] Used by INS

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MikeDude
Posts: 941
Joined: 2007-10-25 12:07

[Medic Station] Used by INS

Post by MikeDude »

I came up this idea when I was playing Fallujah West as a insurgent today.
Was just walking around like any other insurgent, and came past the Medic Station which is a part in the map of Fallujah West. I got shot earlier so I was bleeding, trying to find a medic. While I walked through the station I thought, hey.. Why cant we get healed here?

So, my suggestion is: (Note, this is for Insurgents)
Can there be certain Medic stations for Insurgents. Like the little Medic thing in Fallujah west. If you get near to it, your wounds will get healed slowly. Just like you can when you get near your repair station at main.

Suggestion extension: Maybe give every main base a Medical Tent, where you'r wounds will get healed. Instead of the repair post.

Thanks for taking your time to read this, please post your thoughts of these ideas.
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[3dAC] MikeDude
Loving PR since 0.2.
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: [Medic Station] Used by INS

Post by Imchicken1 »

Not bad actually. Maybe not out near the Redcross compound in Fallujah though, as there would be alot of camping there. Having a tent or healing station in the insurgent mains would be good though
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [Medic Station] Used by INS

Post by Bringerof_D »

Imchicken1 wrote:Not bad actually. Maybe not out near the Redcross compound in Fallujah though, as there would be alot of camping there. Having a tent or healing station in the insurgent mains would be good though
actually thats probably the most logical place to put it, it wont cause camping if the healing process is really slow.

maybe it would work if we made the healing slower than the bleeding, that way if you're bleeding out you will still die. result being it takes longer for you to die, but you will die. it will only heal you for minor wounds.

thus camping is thwarted because it is pointless to camp there, the healing does not move fast enough for it to be advantageous to be there.
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Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: [Medic Station] Used by INS

Post by Ford_Jam »

Vehicle Depo in main heals you.
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: [Medic Station] Used by INS

Post by ZephyrDark »

Ford_Jam wrote:Vehicle Depo in main heals you.
I believe they know that, but they are changing the INS vehicle depot to something like a garage or so if I remember right. But maybe in the Mosques and Mains on some maps this would be a nice addition to actually differentiate between the two as I don't think a repair depot would have medical staff to heal people in real life.
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Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: [Medic Station] Used by INS

Post by Imchicken1 »

Bringerof_D wrote:maybe it would work if we made the healing slower than the bleeding, that way if you're bleeding out you will still die. result being it takes longer for you to die, but you will die. it will only heal you for minor wounds.
I hadn't thought of that. That would work much better.

Perhaps make it like 2 or 3 per map? The further away from the ins main, the slower the heal rate, with one in or right beside the Ins main healing you fast and fully
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [Medic Station] Used by INS

Post by Bringerof_D »

Imchicken1 wrote:I hadn't thought of that. That would work much better.

Perhaps make it like 2 or 3 per map? The further away from the ins main, the slower the heal rate, with one in or right beside the Ins main healing you fast and fully
the problem that comes with that is as the blufor advance the insurgents will begin camping at that rearward medical center.

as an adition to my thought. since everyone has a bandage it'll work perfectly. even if you are hit and fall back into the medical area to heal you will need to use that bandage. you cant just sit and camp till you're done healing or you'll just bleed to death.

this could also effect civy use. we can also along with this suggestion remove the medic bag from the civy and give him 8 bandages and remove the blufors ability to kill him if he uses them. this way the ROE only changes when he uses the epipen giving the civy his ability to help someone simply out of good will.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
theiceman
Posts: 297
Joined: 2009-03-19 04:17

Re: [Medic Station] Used by INS

Post by theiceman »

Imchicken1 wrote:Perhaps make it like 2 or 3 per map? The further away from the ins main, the slower the heal rate, with one in or right beside the Ins main healing you fast and fully
OR have them deployable by a hideout :wink:

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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: [Medic Station] Used by INS

Post by boilerrat »

Bringerof_D wrote:
this could also effect civy use. we can also along with this suggestion remove the medic bag from the civy and give him 8 bandages and remove the blufors ability to kill him if he uses them. this way the ROE only changes when he uses the epipen giving the civy his ability to help someone simply out of good will.
You can use the medbag and still not be shot.


I'd like to see some sort of healing station outside of the main, somewhere far away from usual action to represent peace workers providing aid to citizens.
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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: [Medic Station] Used by INS

Post by alberto_di_gio »

Started a thread exactly on this couple of months ago. As far as I remember mainly its reality side discussed.

https://www.realitymod.com/forum/f18-pr-bf2-suggestions/73399-insurgent-safe-houses-heal.html

First of it is for sure that this will definitely change the game play for INS. Current game play equation for INS are:
bleeding means %90 death + no medic around + no ticket loss for death = suicidal attacks
this cause people to make rush attacks on BLUFOR at least to bring one down with himself. Which crates a nice chaotic war suits this mode very well.

Negative side of healing houses will be unprotected caches. When people get injured, with the annoying bleeding effects and coughs, they will start to search for heal houses instead of looking for killing BLUFOR opportunities. And most probably becasue those healing houses will be away from caches there will be much less people around caches to protect. As an INS SL while defending a cache I would not prefer to see my wounded mates run away for heal houses instead of attacking chaotically on enemy squads coming to cache.

P.S: Yes I know I was the one who started similar thread at the first stage but guess I changed my mind when after many discussions :) Though I still think that it is very much annoying bleed to death because I fell from 2 m wall.
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Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: [Medic Station] Used by INS

Post by Bellator »

The caches should heal you, maybe. More reason for people to stay closer to caches. Now most caches are destroyed (often by lone wolves) because the blufor gets them right under the insurgents noses because no one is guarding them. More traffic toward the caches would help to prevent that.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: [Medic Station] Used by INS

Post by alberto_di_gio »

Bellator wrote:The caches should heal you, maybe. More reason for people to stay closer to caches. Now most caches are destroyed (often by lone wolves) because the blufor gets them right under the insurgents noses because no one is guarding them. More traffic toward the caches would help to prevent that.
They used to be. But there is reason why it was removed. Because every injured INS will start to run towards cache BLUFOR will locate them much more easily. Very old tactic: Injure the guy and follow him to cache.
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: [Medic Station] Used by INS

Post by Mongolian_dude »

The biggest problem I can see with this suggestion is that, it is infact a re-suggestion. The concept of Medivacs, medical tents, deployable, static and mobile medical facilities have already been communicated to the Devs before, via this forum.
Next time, use the search function and/or the Already Suggested Suggestions thread.

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