Reviving and critically wounded state.

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Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Reviving and critically wounded state.

Post by Neuromante »

Well, I firstly introduced this in the gameplay concept I posted some time ago, but I think it deserves its own thread.

The current reviving and "critically wounded" system doesn't fit at all with a reality mod. Defibrillators bringing back to life men that sustained multiple bullet or shrapnel wounds? Come on. The insta-reviving shock pads, coupled with an unrealistic movement system make it too easy for a medic to jump in, go prone, revive a wounded mate and jump out, maybe having sustained a hit or two by enemy fire in the process but being still alive and able to heal himself and his now alive buddy.

I spent some thought on the issue, and what came out from my mind is this:
When your health drops to less than 50% you are affected by bleeding, and if it drops even more to say 20-30% you can't walk anymore (you have to crawl) and the only weapon you are allowed to use is the knife. This is the "critically wounded" state, and your only chance to get back to the normal one is finding a friendly medic and waiting for him to heal you with holding his medipack as always. If your health goes to 0 you die without chance of being revived in any way.
So, if you get severely hit you still have a chance of getting off the field, and make it to a medic. But if the enemy is able to hit you once again, you die without chance of being revived. This is meant to replace the reviving and wounding features that come with BF2 with something that fits better with the style of the game and that can't be so easily "exploited".

Other than having a much more realistic gameplay, this system would open up possibilities for realistic sniper tactics. For instance, badly wounding your enemies instead of killing them, forcing the rest of the squad to come out to heal and give cover the fellow teammate. A sniper shot in the chest should instantly kill anyone with light armor and "critically wound" with this system anyone else.

EDIT: Clarified some sentence.
Last edited by Neuromante on 2006-05-29 13:32, edited 1 time in total.
Cerberus
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Post by Cerberus »

Neuromante wrote:I think a sniper shot in the chest should instantly kill anyone with light armor and critically wound anyone else.
Don't you remember that video where the SVD hit that Marine in the chest, knocked the marine over, and then the marine took cover behind the HMMWV?
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Langeman
Posts: 35
Joined: 2006-03-16 17:29

Post by Langeman »

I think that the medicbag should work like a wrench on players that are criticaly wounded. Makes more sense than the paddles that magicaly remove bullet wounds.
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the.ultimate.maverick
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Post by the.ultimate.maverick »

Ye so you are completely immobile (As you are now) and only medic attention with a medpack can help you - and only if he's there for a while. (20 seconds)
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six7
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Joined: 2006-03-06 03:17

Post by six7 »

i think 5 seconds is long enogh for a fast paced game like bf2. i think this would be difficult to do tho. it would be alot easier to retain the current critically wounded state and force medics to heal you like a wrench. if u are critically wounded and someone comes up to you and unloads the rest of the clip into you it should kill you though.
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Langeman
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Post by Langeman »

5-10s sounds fair. One shot should do the trick when your down. Headshot should kill instantly.
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Pence
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Post by Pence »

Langeman wrote:I think that the medicbag should work like a wrench on players that are criticaly wounded. Makes more sense than the paddles that magicaly remove bullet wounds.
I like it but PR does not have an animator (I think). I hope they can get one for this idea.
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[T]Terranova7
Posts: 1073
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Post by [T]Terranova7 »

You have to factor in ballistics as well when it comes to damage. It would be nice to have some sort of "knock down" effect when a soldier is shot by a specfic caliber weapon. For instance a 7.62 round anywhere on the a person's body would probably either make them fall down in pain, or knock em over. A .50/12.7mm caliber would knock you over dead, unless your very lucky. This effect should apply to grenades as well in a specific manner.

Now if anything, there should not be any such thing as crtically wounded from a bullet. Its even more odd when you bleed to death and then your critcally wounded. I think there should be an "immobile mode" where perhaps a grenade or other explosion went off nearby and the only thing you can do is crawl or something, no knife, no other weapons.


On another note, would it be possible to add some sort of "blurr" effect while in this immobile mode. Where your hearing is simulates you being slighty death, like when a tank or other explosion goes off in close proximity. Your vison starts to distort like a flashbang went off or something. To top it off you ca only hear the sound of your heartbeat. Stuff like that to add to the drama. Also if possible you should not be able to speak in this mode through the mic. Its sort of an exploit to die and inform your team where the enemy is.
Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Post by Neuromante »

Cerberus wrote:Don't you remember that video where the SVD hit that Marine in the chest, knocked the marine over, and then the marine took cover behind the HMMWV?
Search for "juba the sniper". Watch the entire video. Most of the wounded were wearing Predator body armor, no one got up after being hit. Watch out, even if you can see no blood (I couldn't) it's quite creepy. I felt bad for those shown in the video.

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The wounded should not able to fire any weapon, because of him being in the critically wounded state. He can crawl because I don't think that dragging a body away would ever be possible on BF2, so he can slowly get to cover while his team offers covering fire and maybe a medic assists him. However, I felt the knife should be left as a last resort defense weapon.

Also I believe the idea that healing should be "triggered", like the wrench thing would be a nice addition to my ideas. :)
Last edited by Neuromante on 2006-05-29 00:36, edited 1 time in total.
GeZe
Retired PR Developer
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Post by GeZe »

When you get hit by a bullet, along with taking damage you should:
- have the stun effect
- stamina decreased to 0
- accuracy decreased

Just some ideas.
Dakohunterwhite
Posts: 10
Joined: 2007-02-11 04:49

Post by Dakohunterwhite »

just a little idea
if you get critically wounded, but manage to get revived and healed, you shouldnt be able to get criticaly wounded and revived again

but if you look at reviving, its a bit weird. i mean, to a perfectly healthy soldier, its deadly, but to a near-dead one, its a life saver

just my two cents
Expendable Grunt
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Post by Expendable Grunt »

Take a defibrillator IRL and shock someone with a beating heart.

I still think instead or reviving we should "ticket salvage" the body by calling in a medivac or something.
smith
Posts: 10
Joined: 2007-03-02 19:11

Post by smith »

Dont change the medics, they are perfectly fine.
Darkpowder
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Post by Darkpowder »

I agree with GeZe here 100%, with perhaps some flavour from the field hospital thread posted earlier, from there.. here is my 2 pence on how medics can be improved and increased in importance to avoid them being a "run and gun" class where you are not supporting your squad but instead being pointman with a medic bag.
Neuromante wrote: ...and the only weapon you are allowed to use is the knife. This is the "critically wounded" state, and your only chance to get back to the normal one is finding a friendly medic and waiting for him to heal you with holding his medipack as always. If your health goes to 0 you die without chance of being revived in any way.
So, if you get severely hit you still have a chance of getting off the field, and make it to a medic. But if the enemy is able to hit you once again, you die without chance of being revived. .
I dont like these ideas one bit., the rest of your stuff is pretty good i think.

Medics are turned into self-healers and run and heal machines.
They lose their fundamental support role and radically changes a major feature of the kit.
Hit again and you die, well, that can happen anyway and it will already in certain circumstances, grenades, AT, heavy weapons etc, explosions, bombs.
Only weapon = knife... nah, knifing someone takes a lot of effort, pulling a trigger in a blurry situation easy... Geze, is right, accuracy should suffer, coding no ability to change weapon seems rather unfeasable.
Darkpowder wrote:My idea for a medic review:-

(1) If you go down, and need to be defibrillated to get up again, as of now you start on very very low health....
(2) Also, you can no longer run at all, jump, effectivley bringing your stamina bar down to zero.

It has been considered by some that people should only be able to crawl like Operation Flashpoint, but i would only suggest crawling for "choking close to death mode", and once this is past they should be able to walk.

I just find running to medics at full sprint when your guts are vacating the premises a bit far fetched.


This will:

a: Keep the player from feeling like suiciding their character.
b: Enable the reasons to implement some aspects of the original posters ideas.

The proposal i would have is, like a helicopter or aircraft the state of health of a soldier mentioned in (2) would only be 100% repaired at a main base, i would suggest in the main base flag radius or in the vicinity of a "medical tent" etc either way with a fieldmedic in attendance perhaps.(another field medic not you if you are a medic).

As long as we dont have to have medics stuck at the main base being doctors and not out in the field, this will be fine.

Also, as a final point i would actually prefer to have medics not able to heal their own wounds, or if they can at all at a slower rate. (again not sure on the coding restrictions on whether this is feasable).

Extraction vehicles i like, except that any vehicle could act as one, so as long as the soldier is taken back to the main base (or whatever deployable resource is considered adequate). Perhaps even rally-points at a push.
On reflection, if it could be coded to "kick in" with the stun effect for Field-Dressing only stabilised characters, now and again until "properly" patched up either by a medic in the field, or with the enhanced medevac and medical post ideas.
Last edited by Darkpowder on 2007-03-18 20:12, edited 1 time in total.
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

It will bring realism and kill gameplay . PR is first a game , then a reality mod for a game . Think of it guys ...
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

While I agree with you, I think the revive/critical system is somehting that is too deeply integrated into the bf2 system and taking it out would really hurt gameplay.
77SiCaRiO77
Retired PR Developer
Posts: 4982
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Post by 77SiCaRiO77 »

i want the "fin ish him" feature in PR , so you can kill critical wounded :)
workingrobbie
Posts: 188
Joined: 2007-02-22 23:45

Post by workingrobbie »

I like the "med kit as a wrench" idea. Get rid of the paddles and have our medic wrapping bandages around his bleeding comrade.
This would also prevent the medic from healing himself, since you can't target yourself to 'wrench'.

It'd be a half way point between heading towards 'reality' and 'too much reality' (the idea of running back to base to get fully healed sounds crazy to me - would seriously interupt game play).
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Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

Come on , medics are already very rare on the battlefield of PR . Want them to dissapear ? They are indangered kit :P
Less and less ppl will care about someone shot near them because healing them = commiting suicide . Most of time I play medic in PR I have to revive under heavy enemy supressing fire , then me & patient run to safe place and I heal him . If medic bag will work like wrench , then theres no chance to revive anyone in the firefight causing medics to become useless ...
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