Medic is the most anti-fun element of the game
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Raklodder
- Posts: 940
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Re: Medic is the most anti-fun element of the game
Medic and Collaborator (also Sapper) is one of the most fun classes there is for Project Reality, sure you don't get that many kills, but then again if you're looking for being the player with the most kills or points there's Battlefield 3, sir.
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Lugi
- Posts: 590
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Re: Medic is the most anti-fun element of the game
In that case teammate rather needs a bodybag, than help. It's not that easy to spot if a soldier has been shot. There is no blood splat like in cod and other arcade shooters or even a red cloud like in PR. The best footage I found depicting what I'm trying to say is this one:Henrique_Dalben wrote:In real life you can see the giant hole in your team mate's chest and the blood running down his gear, that is a pretty clear sign he needs help.
The only clue which shows the guy has been hit is that he falls down. No blood splat or a red cloud. If he was already proning you wouldnt be able to tell when he gets shot.
And after a medic gets to a the wounded, it's not always that easy to spot where the wound actually is.
That is a nice idea, but it would be pretty hard to implement. Not that hard technically, but probably most of the players would dislike this change very much.steril wrote:it would be better if the other members of squad for example; rifleman, machine gunner etc. CANNOT pick up medic kits. You can be medic if you've chosen it from kit selection menu. You can imagine that only the MEDICS know how to treat a wounded person, because they were trained for such situations.
So if a whole squad's down, maybe one or two people are still alive and none of them are medic, they wont be able to revive them.
I find this solution logical, dont know if ya guys agree or not
You're fucked, just like IRL.ghostfool84 wrote:And if the medic is wounded?
I'd really like to see introduction of some sort of medevac system into PR. It was suggested at couple of times before, but IIRC the DEVs replied that there was too few players to sacrifice a couple of these 32 for the medical purposes.
Also, it's MUCH easier to die and respawn, so that would have to be tweaked as well.
Being god, ressurecting people from the dead into the flawless shape surely is fun, but is very irritating for others who made these people dead first.Raklodder wrote:Medic and Collaborator (also Sapper) is one of the most fun classes there is for Project Reality.
We have both the killcount and score in PR, so no need to switch to battlefield 3.Raklodder wrote:if you're looking for being the player with the most kills or points there's Battlefield 3, sir.
Last edited by Lugi on 2013-08-09 16:31, edited 2 times in total.
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Meerkat
- Posts: 38
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Re: Medic is the most anti-fun element of the game
I am a hardcore roleplayer and I have been designing maps and layouts for role play games years and for example I made mods for games like Neverwinter Nights 1 & 2.Fresz wrote:And I thing here is point where question pups out - Isn't that realistic? Answer can be yes and no -
There were lots of nice ideas from community which I implemented in mods, but there were also those which ruins the game such as permanent deaths of your character (debatable, of course).
In the end, it all comes down to one thing : Realism vs Balance vs Enjoyability.
Make it too realistic (add permanent deaths to characters) scares players away i.e ruins the enjoyability. Notch down the realistic part to make characters have time penalties such as 1 hour leg wound (not being able to run) and give -4 to every attribute unless you find a cleric or a temple priest to heal you which costs and money is scarce.
Make the game too realistic also disappeals to new players.
You need to see medic's job from new players pov as well. A tad too rough right now, don't you agree?
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Lugi
- Posts: 590
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Re: Medic is the most anti-fun element of the game
Well, the most important role in the squad is not exactly the best choice for a new player.Meerkat wrote:You need to see medic's job from new players pov as well. A tad too rough right now, don't you agree?
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Raklodder
- Posts: 940
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Re: Medic is the most anti-fun element of the game
Raklodder wrote:if you're looking for being the player with the most kills or points there's Battlefield 3, sir.
My point is that Project Reality (like ARMA) is rather time consuming (in a good way), sir.Lugi wrote:We have both the killcount and score in PR, so no need to switch to battlefield 3.
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badmojo420
- Posts: 2849
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Re: Medic is the most anti-fun element of the game
The best thing that could happen to this system is if you could visibly tell if someone is still alive(wounded) and the ability to pump another couple rounds into them and finish them off.
Sadly this is a BF2 mod, not a standalone game with access to source code. So, I don't expect it to happen.
Sadly this is a BF2 mod, not a standalone game with access to source code. So, I don't expect it to happen.
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waldov
- Posts: 753
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Re: Medic is the most anti-fun element of the game
I think the answer is simple, just make there a random chance of dying if you are shot. That way if a squad gets mowed down, sniped, hit by an IED etc. they aren't recovered to there full state like relentless Nazi zombies.
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Lugi
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Re: Medic is the most anti-fun element of the game
Last edited by Lugi on 2013-08-14 20:31, edited 1 time in total.
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Hurricane
- Posts: 167
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Re: Medic is the most anti-fun element of the game
This would be too much of a drastic change to gameplay. I'm 100% sure basic gameplay like this will not be revamped again in PR.
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waldov
- Posts: 753
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Re: Medic is the most anti-fun element of the game
Yeah Medics seriously ruin the immersion in lots of situations in PR but your suggesting to big a change, especially for the BF2 engine. As i said before its simple just make there be a random chance of dying (like 25% or something) so squads actually take losses no matter what, they're just a lot better off with medics, As opposed to: Squads take no losses with a medic and who cares about putting your head above that window there's a medic behind you if the sniper hits you anyway.
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badmojo420
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Re: Medic is the most anti-fun element of the game
Just because you don't lose a man doesn't mean you got away with no losses. When a player becomes wounded your team loses a ticket, if they give up, team loses another. So even if everyone gets revived by the medic, the squads failure still caused a significant drain on the teams tickets.
If you think about it, letting the medic revive someone you wounded actually helps you win faster in some cases. Because you're not waiting for them to walk back from a FOB. It's more of a strategy for insurgents, but it shows that while you feel like you accomplish nothing when a medic revives someone you shot, you're still contributing. Potentially, someone with 0 kills can be a huge drain on enemy tickets.
If you think about it, letting the medic revive someone you wounded actually helps you win faster in some cases. Because you're not waiting for them to walk back from a FOB. It's more of a strategy for insurgents, but it shows that while you feel like you accomplish nothing when a medic revives someone you shot, you're still contributing. Potentially, someone with 0 kills can be a huge drain on enemy tickets.
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Mikemonster
- Posts: 1384
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Re: Medic is the most anti-fun element of the game
If that's true Mojo, we should have a counter telling how many tickets a player has cost the other team as well as a kill counter.
Squads that stay as one unit and don't die all round (because they reposition and play the attrition game rather than the all-or-nothing game) would come out on top consistently - which would be great in my book.
That said, as mentioned, everyone wants 'kills'. A good K
allows you as a player to justify being selfish and doing what you want during the game.
The medic role is favoured by lots of people simply because there is no pressure. You can't go wrong as anyone that is Wounded becomes instantly your best friend when they ask you to revive them. Generally you're the last person alive anyway so if you get killed nobody minds.
Squads that stay as one unit and don't die all round (because they reposition and play the attrition game rather than the all-or-nothing game) would come out on top consistently - which would be great in my book.
That said, as mentioned, everyone wants 'kills'. A good K
The medic role is favoured by lots of people simply because there is no pressure. You can't go wrong as anyone that is Wounded becomes instantly your best friend when they ask you to revive them. Generally you're the last person alive anyway so if you get killed nobody minds.
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Lugi
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Re: Medic is the most anti-fun element of the game
In AAS tickets lost due to casualties are nothing compared to the tickets lost due to ticket bleed. I'd say 25% casualty tickets, and the rest is bleed tickets. So if you're trying to play super safe as the attacking side, you're doing more harm to your team's tickets than you think.badmojo420 wrote:Just because you don't lose a man doesn't mean you got away with no losses. When a player becomes wounded your team loses a ticket, if they give up, team loses another. So even if everyone gets revived by the medic, the squads failure still caused a significant drain on the teams tickets.
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badmojo420
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Re: Medic is the most anti-fun element of the game
Ticket bleed doesn't always come into play. Nor did I say playing super safe was a winning strategy. I just mentioned it because of how the OP made it sound like if they have a medic you're accomplishing absolutely nothing when you wound them.Lugi wrote:In AAS tickets lost due to casualties are nothing compared to the tickets lost due to ticket bleed. I'd say 25% casualty tickets, and the rest is bleed tickets. So if you're trying to play super safe as the attacking side, you're doing more harm to your team's tickets than you think.
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Hurricane
- Posts: 167
- Joined: 2008-04-27 11:31
Re: Medic is the most anti-fun element of the game
That's not true, because in a lot of rounds one team doesn't even force the other one to go into ticket bleed. The majority of tickets lost are casualties indeed, and destroyed assets of course.Lugi wrote:In AAS tickets lost due to casualties are nothing compared to the tickets lost due to ticket bleed. I'd say 25% casualty tickets, and the rest is bleed tickets. So if you're trying to play super safe as the attacking side, you're doing more harm to your team's tickets than you think.

