Insurgent health management

Suggestions from our community members for PR:BF2. Read the stickies before posting.
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Insurgent health management

Post by nick20404 »

all the Iraqi insurgent maps are in city so why not make hospitals? they could be no go zones for US and they can automatically heal insurgents at a certain point inside the building a room with no windows so it could not be used as a firing position, and make it slowly heal insurgents like the boxes at the US/brit main bases do.

Of course it would require a new building model. It would be nice though can't tell you how many times I have slowly bled to death as an insurgent.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Insurgent health management

Post by Gracler »

I don't think the Collaborator is broken.

If you chose to play one you can either Scout or Heal your buddies.....
If it is possible to heal at every cache then i don't think id even consider playing a collaborator since most action happens around the cache anyway, so id rather get a weapon and start killing people instead.
Ofcourse you might expose your cache but on public servers i don't think many people give a damn about that risk, if they are bleeding out.

Maybe a select few are tactical and stay away and use a civil, but thats it.

Getting rid of the civilian is a bad idea because then the coalitions can just fire away when in vehicels while using zoom/radar when there is no danger of hitting somone that give them a penalty.

It's not easy playing a civil....but thats what makes it fun.

As for the penalties i think they are alright but should have a few tweaks.

1. 120+ sec for whoever shot you stacks up to 5 min

2. Score reduced to 0 (dunno how many care about score but i guess very few do)

3. Your team lose 7 intellegens points (in case 3 caches are already exposed i expect that you actualy lose 0 intellegens since they are already "maxed" out??? in that case it fails.... it should rather be +7 intellegens has to be gathered to find the next cache or why not 20 points or more? not sure how many points you get kill/arrest)

4. Coalition should lose 1 or 2 tickets per civilian kill because of the fact that civilians are "kinda" on the coalition side enslaved by the militia. (kinda like a Hostage) except that your struck with the Stokholm syndrome and don't wanna be rescued haha....!



your 2 min respawn timer is also justified since you give the enemy a penalty and with a shorter respawn you would just dive on enemy grenades whenever you got the chance to hand out extra penalties.

with a 2 min respawn you will try to keep yourself alive and should it happen that you do get shot then you can still get revived by another civilian or just laugh at the soldier who just had his score erased and got the same respawn timer added + he can't use any kit for 10 min.....adding 1 or 2 ticket loss and im even more happy.
Last edited by Gracler on 2009-03-31 02:24, edited 1 time in total.
White Rock
Posts: 181
Joined: 2008-07-19 23:04

Re: Insurgent health management

Post by White Rock »

Incentive must work both ways, teamwork only incentives does not work. THERE HAS TO BE A PERSONAL GAIN FROM BEING COLLABORATOR.



You who are saying "you help your team..": What do i gain? Why is this fun for me?

Like it or not this is a game played for fun, making a class not fun is gonna make sure that no one plays as that class.

It's the same as with the commander: Teams with commander get arty and coordination, but no one ever plays as one. Why? Because it's totally mindbogglingly boring for 90% of the population. Say last version were you had to have one to build firebases: if we still had that and the command post requirement, how would that work out?


Lower the spawn too 70. It's enough. You don't try to get killed as a normal soldier right?
Durkie
Posts: 264
Joined: 2009-01-12 08:10

Re: Insurgent health management

Post by Durkie »

all the Iraqi insurgent maps are in city so why not make hospitals
Why don't make a Red Cross limited kit. Only give them a First aid bag and limited the kit to just two person's so you don't got the hole map full of Red cross people. Make the kill penalty's higher. You still need a collaborator to get aces to roof's and to heel people because the Red cross will be there where the most people are.
"Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
Captain Henry P. Jim Crowe
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Insurgent health management

Post by HughJass »

this suggestion is for the caches to be able to heal insurgents? Thumbs up. Also agree on the collaborator thing, I think if we just made the spawn time 50 seconds when arrested and 10 seconds when shot/ran over/whatever then I can see the collaborator being used again.
Last edited by HughJass on 2009-03-31 21:15, edited 1 time in total.
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JohnTheRipper
Posts: 233
Joined: 2009-03-03 17:32

Re: Insurgent health management

Post by JohnTheRipper »

the idea is good since no one plays as civlins anymore because if they die you have to much spawn time and also how the British or US will just mow you down anyways since they can't tell if your a civilian or a fighter.
If a bomb lands 20 feet from your position, then I'm coming around for another shot.
P.S. Sorry that I missed the first time.
Xfire Name: johntheripper723
victor_phx
Posts: 343
Joined: 2008-09-15 04:25

Re: Insurgent health management

Post by victor_phx »

Well, I disagree. Most of the time you have contact with US infantry, and their kits are pretty accessible. Plus, the current healing system is not realistic.

I would create a new thread suggesting a revision on the medic and general healing system, but I'm afraid of what the answers would be, to be honest! I realised how unrealistic being a medic was when playing Fool's Road as a Russian: while standing in an insane shootout and shooting enemies to death, I got hit at least four times and performed a "quick surgery" for each one of the bullets, and stopped bleeding.

I mean, who on Earth would be able to do such thing in less than 15 seconds? And that is one of the reasons why I believe health management on the Insurgent side should stay as it is, for now.
rakowozz
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