Field Hospitals

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Doc
Posts: 322
Joined: 2006-02-19 04:03

Field Hospitals

Post by Doc »

Combat Lifesaver Kit
  • Standard kit to replace the current Medic / Corpsman.
  • Has a limited amount of supplies in the medical bag. (3 bags worth?)
Combat Medic/Corpsman
  • Is limited. (About 1 to 2 per side)
  • Places the requestable Field Hospital.
  • Has a lot more medicine. (5 to 6 bags?)
Main Base Field Hospitals
  • Somewhat large, takes up portion of base.
  • Rearms medical vehicles with supplies.
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Requestable Field Hospitals
  • Can only be placed at the previous CP, not the ones you are currently defending/attacking.
  • Must be within 30m of the flag.
  • Must be a Corpsman/Combat Medic.
  • Looks like a rally point, except with the Red Cross/Crescent in addition to the flag.
  • Is destroyable with explosives or small arms fire.
  • The request is sent to the commander, who authorizes it.*
Or, alternatively...
  • Combat Medic and atleast 2 other Combat Lifesavers set up a point.
Or...
  • Must be within 15 meters of a medical vehicle and follow the guidelines above.
It works somewhat like placing a rally point and requesting
a kit. Any combat medic can be within 30 meters of one of their
flags (As long as it's not one that is being defended or attacked), and plant the tent.

The hospice will disappear after a ten minute period has passed.

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Medical Vehicles
  • Heal player slowly, but enough so that bleeding damage is minimal.
  • Spawn at the main base, right next to the hospice there.
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I founded this idea because, not only did I want to see
MEDEVAC-esque situations, but because sometimes on the
DevFile server, I hadn't seen lots of medics around on the
USMC team.

* = Doesn't necessarily have to be implemented if it saves time.
This post may be edited or updated to accommodate further input on the topic.
Last edited by Doc on 2007-06-06 20:17, edited 1 time in total.
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$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

I like the idea but using rallypoints as medical stations might work better for gameplay
Randleman5102
Posts: 945
Joined: 2006-08-05 00:04

Post by Randleman5102 »

I like this idea
You Are Now Breathing Manually...
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

i want hospital versions of the HUMMVES / VOTNICKS / NIHILANT(sp?)
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

Should be a commander asset, this way the commander would have more options.
NavalLord
Posts: 239
Joined: 2007-02-14 17:39

Post by NavalLord »

I like the idea of making it a commander asset.
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Doc
Posts: 322
Joined: 2006-02-19 04:03

Post by Doc »

Thanks for all the comments so far guys.

I hadn't thought of using them as Commander's Assets, but
the trouble with that is, is that there really isn't a limit, unless
otherwise coded in. I had intended there to really be only
one requestable field hospice.

That, and I wanted something to be similar to the Rally Point
code so as to save time and efforts.
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Copperhead4985
Posts: 17
Joined: 2007-03-10 23:58

Post by Copperhead4985 »

Why does the tent treat slower than medics, shouldent it be the other way around?
"Those who forget the past are doomed to relive it"
Smash-Crunch
Posts: 143
Joined: 2006-11-29 01:56

Post by Smash-Crunch »

How would the main hospital work on maps that start with USMC on a carrier?
Fenix16
Posts: 402
Joined: 2007-02-12 05:55

Post by Fenix16 »

I would love to see a Medevac
Doc
Posts: 322
Joined: 2006-02-19 04:03

Post by Doc »

Copperhead, you've made a very good point. I've updated
the post. I really don't remember why I had thought treating
guys slower made sense.

And to answer your question, Smash-Crunch, there simply
wouldn't be one at all.
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Copperhead4985
Posts: 17
Joined: 2007-03-10 23:58

Post by Copperhead4985 »

Only thing I can think of is guys camping beside the tent getting healed up and using it for cover...will they be destructible?
"Those who forget the past are doomed to relive it"
Doc
Posts: 322
Joined: 2006-02-19 04:03

Post by Doc »

I had planned them to be. It wouldn't make much sense to
make an indestructible health giving building. Exploitations
would be abundant.
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Copperhead4985
Posts: 17
Joined: 2007-03-10 23:58

Post by Copperhead4985 »

Yep
"Those who forget the past are doomed to relive it"
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

Definately 100% in favour
The third "never again" in a hundred years
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

A good idea. Personally I'd love to see medical and mechanical gameplay functions expanded on.

However, there are some problems I can potentially see with the requestable tents.

If it can deployed like a rally point, you might end up seeing these things at really odd places. Imgaine a medical tent on some rooftop, or clipping through some building. On other maps, such as OGT and Mao, it would be quite hard to find an open spot to place one.

Now maybe instead of a requestable medical tent, you could have something similar to the rally point (a medical point or something) where players can heal themselves and if possible, rearm field dressings? And potentially some other things as well.

I do think having some sort of medical facility at the main base would be interesting. Even more so, perhaps the medic kit can be limited and only requested at these main base medical tents. Medics can also rearm their equipment at these tents too, such as recharging their debifs, refilling their medical bags (if possible) and potentially some other stuff.

Bleh, so many ideas in my head right now. :D Still, I love the concept.
Tipsi
Posts: 52
Joined: 2007-02-11 15:41

Post by Tipsi »

A very *GOOD* idea indeed, this will make battles a little more interesting.
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NavalLord
Posts: 239
Joined: 2007-02-14 17:39

Post by NavalLord »

It will also introduce retreating tactics. Instead of holding out a position and getting needlessly wiped out, you can fall back to the medic tent, rearm and heal, then go back into the fight.
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PlayPR!
Posts: 1295
Joined: 2006-08-22 05:04

Post by PlayPR! »

'[R-CON wrote:soraflair']Should be a commander asset, this way the commander would have more options.
well, the USMC has a Medically equipt LAAV-25 with no turret to make room for patients. And the MEC could have the Medevac version of the BRM* Not sure what the vehicule is called (It has no turret and 8 wheels though.)
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Fenix16
Posts: 402
Joined: 2007-02-12 05:55

Post by Fenix16 »

Doc wrote:Copperhead, you've made a very good point. I've updated
the post. I really don't remember why I had thought treating
guys slower made sense.
No, you were entirely correct when you initially thought that they should treat wounded soldiers slower.

This tent would be an huge advantage for defending flags that were under attack. Think about it, instead of having to use another player to heal you whilst lying down in some god forsaken ditch, you now have the possibility of having a squad with no medics camping in this tent and unloading into everything that moves. On top of that they all (simotaneously mind you) would be getting healed faster than they would with the full attention of a fellow corpsman. I understand that somehow the supplies of the tent would be limited, but depending on how this is done it might not make any difference. Regardless of how long the healing last, the area effect of it could have too much impact.

If anything these tents should have an extreamly slow rate of healing. Just a little more than the bleeding degen so that players could sucessfully stop the bleeding, but at the same time not become instantly healed.
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