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Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 21:33
by KP
I'm still not convinced about the "not shooting critically wounded people" bit. I know for sure that if I was to end up in a situation like that IRL, I'd make sure the guy was dead. He's been trying to kill me, after all. If something is worth shooting, it's worth shooting twice. And, as I said, you don't always die out in the open. Quite the opposite, in my experience.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 21:42
by Spec
Well, the difference is if its a lethal shot just after the shot that got him down, or if you wait a minute and then finish him. So there shouldnt be a punishment for a few seconds, since this would still be a time at which the enemy is a threat, but if he's ben laying there for a minute already screaming for a medic, it should be punished.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 21:50
by KP
Nah, you should be rewarded for putting him out of his misery.

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 21:55
by Spec
Thats where my "reviving him so he stands up unarmed" thingie comes into play

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 23:48
by Smegburt_funkledink
Yeah, its all coming together..
Whilst dbzao and fuzzhead scratch their heads over these ideas, I've got another one.
Sure medics usually have enough dressings to un-glitch critically wounded players and can normally find a source for more if they run out. We shouldn't
need to use them for this reason though.
What we need is some kind of action for the medic that appears to be "melee" ish that drops an invisible object (dressing) that destroys itself almost straight away. Obviously having infinite ammo of these that have the same de-glitching ability as the field dressings.
This weapon slot could be called "grab patient" or "slap" lol. It wouldn't necessarily need an animation either.
Already suggested? Weapon slots too valuable? Shit idea?
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 00:02
by Smegburt_funkledink
[R-MOD]KP wrote:I'm still not convinced about the "not shooting critically wounded people" bit. I know for sure that if I was to end up in a situation like that IRL, I'd make sure the guy was dead. He's been trying to kill me, after all. If something is worth shooting, it's worth shooting twice. And, as I said, you don't always die out in the open. Quite the opposite, in my experience.
I'm not convinced either. I'm not disputing the legalities IRL but... After all, these critically wounded bad guys are gonna point a gun at you as soon as the squad member he's calling for helps him back onto his feet.
If I've intended on killing a guy and shot him (in game of course), downed him. Then hear him shout and know he's trying to reach for his blood stained gun, I'd put a bullet in his head to make sure he can't shoot back. Like you point out KP, that'd only be possible out in the open or if you'd advanced ontop of the enemy.
Even if I have to steal all of Grandmas cookies for the Devs to make it so, it shall be done.

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 00:03
by gclark03
Could it be a secondary function of the defibrillator?
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 00:07
by Waaah_Wah
^^Such as?
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 00:12
by Smegburt_funkledink
Waaah_Wah wrote:^^Such as?
lol
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 00:13
by Gunwing
This all sounds great! It means the medic will not be able to rambo as his squad will need him both on the fireing line, and as part of the team right there in the thick of fighting. So this also means that haveing one LMG in the squad will be a major plus for cover fire because it means more bullets down range and more time for the medic to get to the downed man.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 03:07
by DeltaFart
Hey guys for those who want to finish people, here's a notice.
One of the peace convnetions that many countries signed states that wounded enemy combatants will be treated in a diginified manner and given medical treatment for wounds. IN other words no stooping down to insurgents' level for the conventional armies!
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 06:45
by Teek
DeltaFart wrote:Hey guys for those who want to finish people, here's a notice.
One of the peace convnetions that many countries signed states that wounded enemy combatants will be treated in a diginified manner and given medical treatment for wounds. IN other words no stooping down to insurgents' level for the conventional armies!
US did not sign the geneva convention IIRC
Insurgents are not combatants if they do not have any applicable uniform of logo, ect. A combatant usually distinguish himself from civilians and carries arms openly. Not being a combatant denies the right to POW status/rights and may be shot.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 07:31
by PFunk
Teek wrote:US did not sign the geneva convention IIRC
Thats what they want you to think.
Geneva Convention Signees
Honestly, can you imagine right after WW2 after seeing the concentration camps anyone being able to politically justify not ratifying a convention on the treatment of human beings?
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 10:51
by RedRusky
Back To Topic, I like the ideas, but heres another one. Why not have the ability to drag a downed friendly to a safer revive position??? And someone had the idea of reviving the enemy, GOOD IDEA!!!, but what if then they respawn instead of stand up. That way you can recieve points for a kill, and a revive, AND ARREST!!!!
*off topic* The Next update should include buttons for range talking and invechicle talking.
Range can reach about maybe four block sectors, that way people not in squads can communicate. And for right now we could make it seem like garbeled radio transmition to the enemy. And vech channel so that if no one in your squad can help with a vech, someone else can join in and be helpful without having the time delay to react to text messages** anyone like the ieas, feel free to tweak also
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 10:56
by hall0
Nice i like the change. If you need some seconds more you stay and you if not you give up

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 11:02
by Smegburt_funkledink
RedRusky wrote:Back To Topic, I like the ideas, but heres another one. Why not have the ability to drag a downed friendly to a safer revive position??? And someone had the idea of reviving the enemy, GOOD IDEA!!!, but what if then they respawn instead of stand up. That way you can recieve points for a kill, and a revive, AND ARREST!!!!
*off topic* The Next update should include buttons for range talking and invechicle talking.
Range can reach about maybe four block sectors, that way people not in squads can communicate. And for right now we could make it seem like garbeled radio transmition to the enemy. And vech channel so that if no one in your squad can help with a vech, someone else can join in and be helpful without having the time delay to react to text messages** anyone like the ieas, feel free to tweak also
Hey RedRusky, welcome to the forums.
Eventually you're gonna hear the term - Hardcoded. Meaning its not possible with the game engine.
Dragging downed, inter squad VOIP ( i think you mean) & vehicle comms are hardcoded. Soz Chap. Try the search function too ^
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 15:10
by dbzao
Sgt.Smeg wrote:
What we need is some kind of action for the medic that appears to be "melee" ish that drops an invisible object (dressing) that destroys itself almost straight away. Obviously having infinite ammo of these that have the same de-glitching ability as the field dressings.
This weapon slot could be called "grab patient" or "slap" lol. It wouldn't necessarily need an animation either.
Already suggested? Weapon slots too valuable? Shit idea?
It's a nice idea, but yes it would require a weapon slot and that is expensive.
gclark03 wrote:Could it be a secondary function of the defibrillator?
I don't think that's possible, but would be something to look after.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-05 15:54
by TroyMcClure
Medics will like changes like this, there's much time to manage the situation. The "revive & heal" action is crucial, I hope the medic role will be less unattractive for a lof of players.

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-06 09:38
by WeeGeez
Nice changes!
Also, how about being allowed to cal for a medic more than just twice??

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-08 17:22
by =WFL= Sgt Bilko
[R-DEV]eggman wrote:?? have you ever popped a military smoke? My experience is they take LONGER to fill the air than PR smoke (but once they do it's thicker and lasts MUCH longer than PR smoke).
There is no real life equivalent to the "insta smoke" in vBF2 (at least not that I am aware of being carried by infantry).
egg
Yes I have, served 15 months.
And yes I agree it was thicker and lasted longer but it also started of being thick at ground level pretty quick and then got volume upwards.
And NO I'm not referring to the insta smoke in vBF2 or other arcade shooters.