Field Hospitals

Suggestions from our community members for PR:BF2. Read the stickies before posting.
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

Arnoldio_SLO wrote:..hmm that spamming problem with tent...you could make it "occupied"if like 3 ppl are in, so noone cant enter unless someone goes out
would it be possible to make it say, into a vehicle that cant move? you have 3 seats, and when you enter the seat you get healed and once you're done healing you just simply push E again and jump out? we already have the problem of healing people if in the same helo as a medic so why not apply that to this situation?
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Zanzibar
Posts: 11
Joined: 2007-03-10 18:03

Post by Zanzibar »

I like it. Or a humvee with medical abilites
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Doc wrote:As in my original post and my previous, any medic can set up
a Field Hospital. However, it's one per team so they won't be
spammed.
Again, it will be noobified or whored. Some dumbarse will have it spawn in a dumarse place.
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Doc
Posts: 322
Joined: 2006-02-19 04:03

Post by Doc »

And that's where the Commander comes in as a redundancy
check. He'll probably get 5 or so requests, and will confirm
the one where he thinks will do the most good.
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El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Ahhhh! So it's like a supply drop.

Ok, didn't know that hte commander had to confirm the tent setup.

This might be a good idea after all. But I still prefer my squad mates, as they are more reliable.
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

* You place field hospital at previous CP.
* Your next CP comes under attack, and nearly overrun.
* A surviving squad falls back to rearm and heal.
I have a few doubts about that as I really don't think anyone would set up a presumably manned field hospital so close to enemy fire, though this could be excused by saying everything else is also scaled down. And on maps like Basrha, in 9 out of 10 cases it would be better to just set it up inside a building, which would provide better cover and decrease the probability of detection. But to do that, you couldn't use a tent. And it would still be more realistic in my view, if the "medic thing" would just restock field dressings and defibrilator batteries.
* You start a MedEvac squad.
* Commander relays a message that Squad 2 has no medics, and are near death.
* You fly your UH-60Q out to the defending CP, pick up S2.
* Helicopter heals S2 enough to keep them from dying.
* You fly them back to base, where they heal.
* You ship them back out to the defending CP.
You do realize that by the time the UH-60 gets there, that squad is either wiped out or there are too many enemies to make a safe evacuation. And, I'm not sure about this, but didn't any vehicle that had a medic in it automatically become a sort of ambulance? Or was that function removed?
Anyway this is just my impression. I mean, in theory it sound awesome and realistic to have someone hauling *** to save you so that you actually have a reason to throw that green marker in the officer kit, but just how many people would actually use it?
[-=IDSF=-]SykloAG
Posts: 403
Joined: 2006-11-25 12:56

Post by [-=IDSF=-]SykloAG »

This would be very good idea, especially on maps much bigger than Al-Basrah. I say bring it on!
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77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

maybe add medical cars , only operated by medics , healing the people arraund the car and droping field dresind around the field :)
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

The idea of full field hospotals would only work well in a non-BF environment where death is srs business

but the idea of a placeable medi-house in supply drop fashion could work
The third "never again" in a hundred years
Doc
Posts: 322
Joined: 2006-02-19 04:03

Post by Doc »

Actually, to the Project Reality newcomers, they will quickly
learn that death is indeed serious business. 30 + 1n respawn
timers aren't things that they like, so the rookies might not
want to die so much, despite their invincible beliefs.

HMMWV Ambulances are also be a possibility, 77SiCaRiO77.
But dropping field dressing around via the vehicle, not so
good. Players could be healed standing at the back of it, much
like they can get ammo from the backs of APCs.
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Not really feeling the idea of limiting the "field tents" to certain areas. After a while, players will naturally know the places where they can be found. Though, I think having it so that they can only be placed a certain distance from flags can be useful.

Also, as I and some others mentioned, I don't think a "tent" would be the best thing to use for this. After all, what if the Rally Points were just these large bunkers with a big ole flashing light in front of them. Not to mention players would place these things in the strangest places. I think just having a simple RP model with some medical crosses and stuff could do (Not to mention how much time and effort it would probably save).

On another note, I'd still love to see medics as a requestable kit. We can use a field hospital that could be placed at main base for players to grab a medic kit. Why you may ask? Well having medics spawn on the SL or RP so they can heal nearby injured teammates defeats the purpose of having medevacs and what you seem to visualize as "medic squads".
Doc
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Post by Doc »

Valid points, dear friend.

However, many in the community do not want to see their
precious medic kit taken away and made limited, so I propose
the following:
I'll let the community decide their changes in kit, but I
think it should be best for the Combat Lifesaver to have
his defibrillators removed.

I will update the main post as soon as possible.
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

I can imagine so, there are still people complaining about limiting the sniper kits. But that's to be expected if you ask me.

Though I think if we really want to get serious about altering the medical system, limiting medics on the battlefield could be a start. Even with the lifesaver class, there would be no need to travel back to a medical facility because you can be healed by a spawning squadmate.

I know it's going somewhat off topic, but by limiting the medical kits players that actually choose to become a medic might value their position alot more than how it is now. Not saying medics aren't teamplayers or anything, but alot of the medics seem to play more like frontline rifleman than anything. It seems like alot of players simply choose the class because they can shoot and heal themselves. I'd like to see medics play more conservative and less aggressive on the battlefield.
Doc
Posts: 322
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Post by Doc »

Terranova wrote: Even with the lifesaver class, there would be no need to travel back to a medical facility because you can be healed by a spawning squadmate.
There is a simple remedy to that: limited medical supplies for
the Combat Lifesavers, say four or five bags. When he runs
out, it would be time to fall back to rearm and heal.

And since he lacks defibrillators, maybe squads will take a
little more time to think before moving from cover.
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General_J0k3r
Posts: 2051
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Post by General_J0k3r »

Terranova wrote:I can imagine so, there are still people complaining about limiting the sniper kits. But that's to be expected if you ask me.

Though I think if we really want to get serious about altering the medical system, limiting medics on the battlefield could be a start. Even with the lifesaver class, there would be no need to travel back to a medical facility because you can be healed by a spawning squadmate.

I know it's going somewhat off topic, but by limiting the medical kits players that actually choose to become a medic might value their position alot more than how it is now. Not saying medics aren't teamplayers or anything, but alot of the medics seem to play more like frontline rifleman than anything. It seems like alot of players simply choose the class because they can shoot and heal themselves. I'd like to see medics play more conservative and less aggressive on the battlefield.

limiting medic kits would lead to a point where less ppl play medic but that, of course, a bit more conservative. but it would make playing medic a pain in the ***. how often have you healed someone in cover while he is lying round smokin a cigarette or something when some guy comes round the corner and shoots you both coz that guy refused to cover you 2? and then you would have to request a new medkit? and maybe not even get one? that would be shitty and imho there aren't enough players playing medic as it is supposed to be played (meaning healing and reviving, not being pointman Oo) so this situation might get worse.
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

Doc wrote:Actually, to the Project Reality newcomers, they will quickly
learn that death is indeed serious business. 30 + 1n respawn
timers aren't things that they like, so the rookies might not
want to die so much, despite their invincible beliefs.
It'd take more than 40 seconds to be evacuated.
The third "never again" in a hundred years
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Doc wrote:There is a simple remedy to that: limited medical supplies for
the Combat Lifesavers, say four or five bags. When he runs
out, it would be time to fall back to rearm and heal.

And since he lacks defibrillators, maybe squads will take a
little more time to think before moving from cover.
Meh... I'm still not seeing how well that would influence the medical functionality. I mean on a full server; 64 players, you'll probably find a healthy supply of "lifesavers" to begin with. There would still be little demand to have full-fledged medics on your squad. Even once the lifesaver runs out of equipment (unless he's a true "role-player") that person really ain't going to spend his/her time traveling back to some medical area to resupply him/herself. Not to mention players already have field dressings to use on themselves.
General_J0k3r wrote:limiting medic kits would lead to a point where less ppl play medic but that, of course, a bit more conservative. but it would make playing medic a pain in the ***. how often have you healed someone in cover while he is lying round smokin a cigarette or something when some guy comes round the corner and shoots you both coz that guy refused to cover you 2? and then you would have to request a new medkit? and maybe not even get one? that would be shitty and imho there aren't enough players playing medic as it is supposed to be played (meaning healing and reviving, not being pointman Oo) so this situation might get worse.
Well this is probably where those medevacs could be extremely useful. Instead of reviving and healing your fellow soldiers in a hostile situation, you can revive them, jump into your medical humvee (and hope that they're smart enough to follow you in) and get yourself and your wounded comrades to safety. This is also where the demand for skilled medics for the team would be a must. Because the team with the best medics would probably have an advantage on the ground.
Arnoldio_SLO
Posts: 34
Joined: 2007-02-14 14:58

Post by Arnoldio_SLO »

Terranova wrote:I can imagine so, there are still people complaining about limiting the sniper kits. But that's to be expected if you ask me.
this limit must stay 4 evah...if snipers wouldnt have limit..almost everyone would have sniper kit...
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

Terranova wrote: Well this is probably where those medevacs could be extremely useful. Instead of reviving and healing your fellow soldiers in a hostile situation, you can revive them, jump into your medical humvee (and hope that they're smart enough to follow you in) and get yourself and your wounded comrades to safety. This is also where the demand for skilled medics for the team would be a must. Because the team with the best medics would probably have an advantage on the ground.
good point. i like the whole idea of medevacs. a need to go back to the mainbase would imho be a bit too hard and time consuming but a fallback position to heal the squad and resupply would be nice (i know, it all exists somehow but the FEELING would be different). maybe one could replace supply crates by fallback positions? :D :D
Doc
Posts: 322
Joined: 2006-02-19 04:03

Post by Doc »

Terranova wrote:Meh... I'm still not seeing how well that would influence the medical functionality. I mean on a full server; 64 players, you'll probably find a healthy supply of "lifesavers" to begin with. There would still be little demand to have full-fledged medics on your squad. Even once the lifesaver runs out of equipment (unless he's a true "role-player") that person really ain't going to spend his/her time traveling back to some medical area to resupply him/herself. Not to mention players already have field dressings to use on themselves.
Well, there is the option of reducing the Combat Lifesaver's
kit to realistic specifications, possibly America's Army-esque.

We could try just having him be a Medic without defibrillators
and a further gimped amount of supplies, such as three
medkits and one field dressing packet. However, he could
get fragmentation grenades and body armour.

Essentially, he'd be a rifleman with three medkits instead
of ammunition. And since he'll be part of the squad, he'll
probably just restock on stuff whenever they do without
making a run back to camp.

_________________________________________________

I still need some ideas from you guys, because I honestly
think that this could work out.
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