[Gameplay] Medics and healing dynamics
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[T]Terranova7
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Re: [Gameplay] Medics and healing dynamics
This is indeed excellent news. I would most certainly push the timer way up to anywhere from 3 to 5 minutes. With a time like that, a medic could spawn in at main base, take up transport to the sight of some major firefight and start reviving other players. Such a strategy would be crucial when tickets become low.
Though, instead of saying "Give Up" I would choose something more straightforward like "Death", "Submit" or something. Give Up could end up being misinterpreted as a means to quit the game itself.
Though, instead of saying "Give Up" I would choose something more straightforward like "Death", "Submit" or something. Give Up could end up being misinterpreted as a means to quit the game itself.
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OkitaMakoto
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
"Forfeit Revive"?
Something that explicitly states what they are soing... give up is a bit general
Not that its bad... once people know, they will know anyway... Upon release, just please, every forum goer, try to explain it to your squad... we do it well enough at the start, we get passed the annoying stage a bit quicker. 
Something that explicitly states what they are soing... give up is a bit general
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DeltaFart
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IAJTHOMAS
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Re: [Gameplay] Medics and healing dynamics
I think adding the warcrimes tribubal needed to realistically impliment this nay be hardcoded...Sgt.Smeg wrote:Rather than "Give up" have... "Step into the light" lols
I've done a quick search regarding this next suggestion, found lots of threads with "wounded, kill, etc..." and fear hardcoded issues...
I was thinking about being able to shoot critically wounded people, waiting to be revived. If you can't finish them off due to HC, what if when you shoot a downed player (critically wounded), they "give up" that 30 seconds of this new extra time?
Hardcoded? or is it possible to kill or take away "give up" time to a downed player with a gunshot?



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fuzzhead
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
yes its possible... im undecided yet whether it would bring a good or bad thing for gameplay..is it possible to kill or take away "give up" time to a downed player with a gunshot?
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Waaah_Wah
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Re: [Gameplay] Medics and healing dynamics
IMO theres no point. Ppl would just fire a couple of extra bullets into the guy they just downed.[R-DEV]fuzzhead wrote:yes its possible... im undecided yet whether it would bring a good or bad thing for gameplay..
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
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Killing for peace is like f*cking for virginity
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00SoldierofFortune00
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Re: [Gameplay] Medics and healing dynamics
Still no scopes I see lol.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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eggman
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
I'm not[R-DEV]fuzzhead wrote:yes its possible... im undecided yet whether it would bring a good or bad thing for gameplay..
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maverick551
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Re: [Gameplay] Medics and healing dynamics
Great news here. But I would think that a critically wounded person could still have some sort of visual other than a black screen. Anyways great work! Keep it up!
Perpetual peace is a futile dream."
- General George S. Patton
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fuzzhead
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
exactly...IMO theres no point. Ppl would just fire a couple of extra bullets into the guy they just downed.
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hx.bjoffe
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Re: [Gameplay] Medics and healing dynamics
^Bah, people never confirm kills anyway 
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motherdear
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Re: [Gameplay] Medics and healing dynamics
while we are at medic improvement anyway, would it be possible to simulate the medics extra training in the form of being able to indentify and fix the obvious injuries faster (bandages deploy time reduced) this would also help the frustration of being stuck by a corpse being covered by you squad while you have to wait for the field dressing to be deployed.
the way i see it, it helps the medic doing his job in combat situations and it seems more realistic that a medic with more medical training should be able to locate the injury and fix it faster and more efficiently than a normal grunt.
but great job devs, it really helps us medics but i just thought that i would add my two cents on medic improvements.
the way i see it, it helps the medic doing his job in combat situations and it seems more realistic that a medic with more medical training should be able to locate the injury and fix it faster and more efficiently than a normal grunt.
but great job devs, it really helps us medics but i just thought that i would add my two cents on medic improvements.
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Charity Case
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Re: [Gameplay] Medics and healing dynamics
How will the respawn change effect kit reallocation? Will your kit remain on the battlefield until you "give up"?
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KP
- Posts: 7863
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Re: [Gameplay] Medics and healing dynamics
This sounds pretty bloody great. I think it'll play out well.
As for the shooting of critically wounded people, I think it would be interesting to give it a try. If you're shot behind a wall or something - that is, if you use cover like you should - you could still be revived, as you'll drop behind cover. If you're involved in a heavy fire-fight, there might not be time to put those extra rounds into the guy, either. Plus, it's realistic.
As for the shooting of critically wounded people, I think it would be interesting to give it a try. If you're shot behind a wall or something - that is, if you use cover like you should - you could still be revived, as you'll drop behind cover. If you're involved in a heavy fire-fight, there might not be time to put those extra rounds into the guy, either. Plus, it's realistic.
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.
-Paul Howe
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ZaZZo
- Posts: 1494
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Re: [Gameplay] Medics and healing dynamics
WRT to something more interesting than the black screen:
Something like in FH2 when you get shot, your vision goes blurry and then falls backwards. Gives you more of a feeling that you just got shot and you're falling to the ground thinking "Oh shi.."
Something like in FH2 when you get shot, your vision goes blurry and then falls backwards. Gives you more of a feeling that you just got shot and you're falling to the ground thinking "Oh shi.."
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Spec
- Retired PR Developer
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Re: [Gameplay] Medics and healing dynamics
Isnt that against lots of rules of engagement anyway? If you include it, punish the player who does it.Waaah_Wah wrote:IMO theres no point. Ppl would just fire a couple of extra bullets into the guy they just downed.
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M.Warren
- Posts: 633
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Re: [Gameplay] Medics and healing dynamics
No comment.[R-MOD]Brummy wrote:Don't you guys just simply love the DEVs?![]()
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00SoldierofFortune00
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Re: [Gameplay] Medics and healing dynamics
That's what I was thinking. The US or probably any country is supposed to care for the down or wounded, even if they are enemies. I think this would work if a squad was clearing a room and put some in the enemy as he was going down, but if he just comes across an enemy downed, how exactly is that realistic?Spec_Operator wrote:Isnt that against lots of rules of engagement anyway? If you include it, punish the player who does it.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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Oldirti
- Posts: 310
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Re: [Gameplay] Medics and healing dynamics
I too find great curiosity from this. Can a dev please talk on this issue?Charity Case wrote:How will the respawn change effect kit reallocation? Will your kit remain on the battlefield until you "give up"?




