Med & Ammo pack

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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Med & Ammo pack

Post by Arnoldio »

I just got an idea about medpacks.

Medpack would last lets say 100 - 150% HP and it would wear out like the wrench, so you must carefully split the amount of attention given to injured guys. Now there's the catch. There should be a deployable field hostpital (FB/Bunker style) and one or two in the main base as default, where you could sit in (8 places)(or just stand around ) and get fully healed, but slowly. The reason to sit , or better, lie in is to make everything more realistic and it would prevent exploiting. The thing is, there would be more medevacs and a significant change of the troops on the field. However medic can replenish the medpack by standing near hospital/fb/bunker.

Well, the same goes to ammo pack, so it would hold such and such number of rounds and it would be passed out like medpack (not thrown). Maybe, there could be a separate request kit fot AT guys, so carriying onle spare rockets, but the layout would be rifleman acog.

Have a nice day.
Last edited by Arnoldio on 2008-07-28 02:51, edited 1 time in total.
DeadboyUSMC
Posts: 122
Joined: 2007-11-28 21:37

Re: Med & Ammo pack

Post by DeadboyUSMC »

Self-destruct!
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America is not at war. The American military is at war. America is at the mall.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Med & Ammo pack

Post by gclark03 »

Become our worst nightmare.

(This would make a great off-topic thread! Will edit this post when OP finishes his thoughts...)
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Med & Ammo pack

Post by Tirak »

Suddenly start playing the theme to "The Man From U.N.C.L.E."

EDIT:
Now that the OPs finished his thought:
Both have been suggested in some form or another, the spare rocket was actually attempted, but found that it reloaded all infantry weapons, not just the AT rocket.
Last edited by Tirak on 2008-07-28 03:09, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Med & Ammo pack

Post by Rudd »

guys if you aint got somit useful to say...

@ChizNizzle most of what you say has been suggested b4, remember to check the already sugguested suggestions thread and/or use the search function
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Med & Ammo pack

Post by gclark03 »

Good, there's a post to reply to now.

Some of your suggestion can be salvaged, but anything concerning casevac is out of the question, and will likely get this thread locked.

However, I do like your suggestion about the field dressing -> wrench metaphor. Instead of just throwing the thing on the ground, a player really should be able to apply the dressing as he does a medic bag, but also have the option to toss it on the ground to retain mobility.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Med & Ammo pack

Post by Rudd »

well if the field dressing idea was implemented, wouldn't you just be able to look up or down like we do now (even though it is technically a bug)
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Med & Ammo pack

Post by gclark03 »

Is it possible to add self-healing without looking up/down? I wonder if it's been fixed for 0.8.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Med & Ammo pack

Post by OkitaMakoto »

Continue talks on the medic/wrench idea.

MASH stuff has been long brought up and long locked... Please search.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Med & Ammo pack

Post by Rudd »

gclark03 wrote:Is it possible to add self-healing without looking up/down? I wonder if it's been fixed for 0.8.
I think self healing is the bug itself mate lol

It is kinda realistic to make it so the medic can't just put his own guts back in, but I'd hate to have to bring two medics in the same squad, completely messes up my setup.

having to look up or down actually is a nice tradeoff imo, since the medic is basically defenceless and cannot help the squad much while in this state, then again...the medic is getting alot of new field dressings so perhaps they are preparing us for the time the med pack is no longer going to be amongst us?
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Med & Ammo pack

Post by Scot »

Dr2B Rudd wrote:I think self healing is the bug itself mate lol

It is kinda realistic to make it so the medic can't just put his own guts back in, but I'd hate to have to bring two medics in the same squad, completely messes up my setup.

having to look up or down actually is a nice tradeoff imo, since the medic is basically defenceless and cannot help the squad much while in this state, then again...the medic is getting alot of new field dressings so perhaps they are preparing us for the time the med pack is no longer going to be amongst us?
Yeah it means you might not always get best medic :mrgreen:
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Rudd
Retired PR Developer
Posts: 21225
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Re: Med & Ammo pack

Post by Rudd »

TheScot666 wrote:Yeah it means you might not always get best medic :mrgreen:
Scot, you use to be cool man, what happened?!

/jk

I was talking from a SL's position :P

I generally like LAT/hat, Medic, Rifleman, AR rifleman, Grenadier, I have to sacrifice one of these guys for another medic and I'd only ever sacrifice the grenadier really if I had to bring both LAT and HAT
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Med & Ammo pack

Post by AnRK »

Ner, you always need Marksman and Support! What's a squad if it can't lie down and kill stuff without even having to move anywhere? :p

I like the idea of having the ammo pack and med kit in the way the OP described them though. So you would have a finite amount of ammo/health/wrenching you can give and then you have to get it reloaded by a crate or ammo pile. Dunno if that might cause some strange behaviour with people reloading each others ammo bags, or "ammo" being used as repair/medical supplies.

If it was doable to make them only reload off of crates and ammo piles that would be cool, I seem to remember TWO types of ammo being possible, so if you had current ammo/health/wrenching as 1 type and reload capacity as another that might work. Dunno if I'm remebering something that didn't actually happen at all though... :?
Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Re: Med & Ammo pack

Post by Enderjmu »

Tirak wrote:Now that the OPs finished his thought:
the spare rocket was actually attempted, but found that it reloaded all infantry weapons, not just the AT rocket.
How about field-dressing-like ammo bag, that replenishes all/half of said person's ammo... but only one person. Priority is to Rockets and bullets, Field dressings and med-packs are last on the list. although you can get 2 people that resupply each other with 2 ammo bags, back and forth...

Also, yeah, it'd be interesting if there was Med-pack ammo, but maybe 300 percent?
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Med & Ammo pack

Post by Tirak »

Enderjmu wrote:How about field-dressing-like ammo bag, that replenishes all/half of said person's ammo... but only one person. Priority is to Rockets and bullets, Field dressings and med-packs are last on the list. although you can get 2 people that resupply each other with 2 ammo bags, back and forth...

Also, yeah, it'd be interesting if there was Med-pack ammo, but maybe 300 percent?
I don't think the system works off priority, Rockets take up more of the percentage of ammo in an ammo bag, so to reload a rocket the ammo bag must have x% and you must wait while that X% is accumulated, but I'm no coder. I don't like the idea of med-pack ammo because it's already hard enough to be a Medic, once you run out of ammo, you're an inneffective version of the Ironsights Rifleman, at least until we see how the Aimpoint sight changes how people aim.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Re: Med & Ammo pack

Post by Wolfe »

An auto-healing field hospital is too easily exploited. Do you want to be the one trying to kill an enemy squad inside a hospital who are constantly being auto-healed as they shoot out? Or do you want to be the one who gets shot in the field, begins to bleed out, then has to run and find a hospital... and that doesn't count the griefers who will be waiting for your arrival..
Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Re: Med & Ammo pack

Post by Enderjmu »

[R-CON]Wolfe wrote:An auto-healing field hospital is too easily exploited. Do you want to be the one trying to kill an enemy squad inside a hospital who are constantly being auto-healed as they shoot out? Or do you want to be the one who gets shot in the field, begins to bleed out, then has to run and find a hospital... and that doesn't count the griefers who will be waiting for your arrival..
-Can only be built at Outposts, or maybe only the bunker variation of the Outpost...
-5 shots to kill the tent (i.e. 1 grenadier may kill everyone inside... smoke so they can't see while you get an auto-guy rushing in there with a buddy and grenades... if they want to have a friendly there with a shovel, fine, but it'll take so long, and it's just going to get shot anyway...)
-Heals in Waves (every minute or so? just so people can bleed out before they get healed... and even then the hospital only heals half. Used only for topping off people that, say, were down to 31% and dropped their field dressing, but if they run to the hospital expecting a full heal they'll bleed dry first.)

Tirak: fine then, reloads up to 100% of ammo, but usable only once. Then the ammo bag it has to be reloaded off of another source.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Med & Ammo pack

Post by Tirak »

^^
You'd have to talk to a Dev about it, like I said, I'm no coder.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Re: Med & Ammo pack

Post by Wolfe »

Don't over-complicate a coding solution for a problem that doesn't exist.
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