Reviving and critically wounded state.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

Some good discussion going on here...

I dont think any immediate changes are happening to the medic, other than the following (dont quote me on this cause none of it is tested, very well NONE of this will work so youve been warned):

-Medic must 'click to heal' now. No more sprinting around with the medic bag out healing on the move
-Medic gets body armor.
-Medic CANNOT heal himself.
-Medic gets 3 field dressings.


Now as for the difibulators: I like to think of the difibulators as a metaphor.

Situation : your buddy just got hit, and hes on the ground. Do you just leave him there IRL?!?!?! F*CK NO! You pick his *** up and drag him to cover, so at the very least you can figure out if he is a dead man or if you can get him the hell outta there.

So I see the difibulator as just a metaphor for picking the guy up and brining him to cover. And that is prety much how it works right now. If the guy does not IMMEDIATELY follow you to cover, hes gonna bleed out. So you gotta either med him on the spot or hes gotta follow you somewhere where you both wont get shot. I like this, I think its more realistic than "shit johnny is shot, well, fck him, he will spawn back in 30 seconds anyways."

That to me is not as good for gameplay as something like this scenario:

Sgt - "Pyle got hit!!!!! Quick, Johnson, pick his *** up, EVERYONE FIRE AT THAT FKING SHOOTER!!!!"

Squad - BRAP BRAP BRAP BRAP BRAP

*johnson runs to pyle, drags him back into cover, while the whole squad is giving covering fire*

Sgt - "Pyle are you alright?? PYLE????

Pyle - "yea sir i got hit in the plate, knocked the wind out of me"

Sgt - "Well dont just stand there pyle, shoot the fcker that shot you godamnit!!!!"


But anyways... I think some changes need to be made but getting rid of the difibulators completely, I dont like it. It changes the mindset completely, to be alot more lonewolfs. You cant help your teammates at all when they go down, so why even bother working together? I think it would destroy an important gameplay dynamic.

I agree that difublators are very silly though, but its what we have to work with unforunately :(

In the immediate future Id like to see more things KILLING the player, like for example getting hit by a 500lb bomb, you should NOT be able to get revived. As well as 30mm APC round, tank rounds, etc.
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

and shooting at critical wounded ?
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

'[R-DEV wrote:fuzzhead']
-Medic CANNOT heal himself.
This will force squads to have atleast 2 medics . 2 medics \ 6 man squad ... IMO to much for gameplay , too much for reality .
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

Come up with a solution then. Just saying "this is bad" doesn't help.

A medic not healing himself is a solution for a lot of other gameyness problems.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

A Medic has 3 bandages, and an officer has 3 bandages. Bandages give 15HP. 6 x 15 = 90HP, medic is at full strength.

It will definitely require more teamwork from medics, but I can only see this as a positive thing.
Copy_of_Blah
Posts: 195
Joined: 2006-05-14 21:55

Post by Copy_of_Blah »

Nice to see some officials in the discussion.
I think this is fine. Certainly better than it is current configuration. Naturally I would like to see it develop.

I would ideally like a unit to not feel compelled to have a medic with them at all times. Limiting them to request kits would do this. Having a set number on the field increases the integrity of the team.

Medics have a role in a team. They shouldn't have one in individual squads if you catch my meaning.
Last edited by Copy_of_Blah on 2007-03-21 03:18, edited 1 time in total.
Image
Image
Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

'[R-DEV wrote:fuzzhead']I agree that difublators are very silly though, but its what we have to work with unforunately :(
Replace with a needle filled with some kind of opiate?
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Clypp wrote:Replace with a needle filled with some kind of opiate?
Automated External Defibrillators are found in almost every emergency vehicle these days and in many homes. You can buy AEDs from Amazon. They are pretty light, but they are still a bit bulky. Cannot confirm if US medics carry them or not

A CPR bag-valve mask would be the most realistic resuscitation "icon" I could think of to replace the defibrillator, but would look pretty weird and be difficult to animate.

Image

PS: Actually, that's just a bad idea because it would just be used to create really WRONG screenshots.
Last edited by Eddie Baker on 2007-03-21 04:53, edited 1 time in total.
Copy_of_Blah
Posts: 195
Joined: 2006-05-14 21:55

Post by Copy_of_Blah »

Got a brand new idea.

Everyone can do basic first aid (field dressing revamp)
  • Minimal restoration
    Long bar refill (several minutes)
    Must target individual (no self-target)
    Must be crouching
    'Bleed time' might exceed the health attained if wounds are serious
Combat Lifesaver (medic revamp; Selectable from soldier menu.)
  • Resuscitation
    Medium restoration
    Medium bar refill (a minute)
    Must target individual (no self-target)
    Must be crouching
    'Bleed time' might exceed the health attained if wounds are critical
Combat Medic (beloved medic; Request kit)
  • Resuscitation
    Maximum restoration
    Short bar refill (15 seconds)
    Must target individual
    Must be crouching
    Allowed to operate MEDEVAC
    Can capture designated areas for field hospitals if map allows
Image
Image
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

I suggest not to change anything with medics before the idea with medevacs will be done and it will actually work
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

i only want to know if i will be caapble of killing critical woundeds by shooting at them
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

medevacs are useless, (if you really want one stick a medic in a humvee and drive it around) as is changing the defibs to a needle or an AED

whats the point of putting all the time and effort in to remodeling the defibulators if it doesnt change the function/process of the medic at all?
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

especially since defribulator is only a 'metaphor" for dragging TM away anyway.
The third "never again" in a hundred years
Kruder
Posts: 803
Joined: 2007-04-05 10:26

Post by Kruder »

I have 2 ideas,one dividing medics into 2 field medic and field surgeon.
field medic is our beloved medic without defribulators, like the insurgent doctor,however our surgeon has defribulator+medipack a pistol and some smoke grenades.
2nd idea: after each revival,revived player looses half of its health,in other words even after a full heal he has %50hp ,after 2nd revival he can only have %25 and so on
Post Reply

Return to “PR:BF2 Suggestions”