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Posted: 2006-03-26 21:21
by Cerberus
How about players are given slightly more health, and when it reaches, say, 15% or 20%, they become critically wounded and just collapse onto the ground in a ragdollic state. If they take another shot, they'll (probably) die and become unrevivable.

I agree with the headshots making someone unrevivable and the one revive limit.

I'd also like to see the bleeding rate go down

Posted: 2006-03-26 21:43
by TII
It's hard enough to attack positions in the game now, do you guys realize how hard it would be if you couldn't revive teammates? I think it goes back to the gameplay vs realism argument.

Posted: 2006-03-26 21:45
by Cerberus
You can still respawn off SL

Posted: 2006-03-26 21:47
by six7
you would still be able to revive teamates, but it would take 3-5 seconds

Posted: 2006-03-26 21:55
by TII
Cerberus wrote:You can still respawn off SL
But if the SL gets killed then you're SOL.

Posted: 2006-03-26 22:57
by Cerberus
Then don't let the SL move ahead of the others

Posted: 2006-03-26 23:41
by TII
Cerberus wrote:Then don't let the SL move ahead of the others
Easier said than done, and not to mention not much "fun" for the SL. Also it denies the squad of a member to actively participate in the combat if the SL has to hang back to avoid getting killed, when wasn't it Sun Tzu or someone, that said the attackers should have a 3:1 advantage?


I wouldn't have a problem with this suggestion if the game style is changed as right now I believe the maps are very unbalanced for the attackers, namely the USMC on SaK and MEC on SaK2 (I've never seen more than the first flag be taken or 2nd if the defending team sucks). Also with the cap zones being so small and the time required to cap a flag it only takes one grenade to wipe out the attackers if they manage to get to the flag.

Posted: 2006-03-26 23:54
by Cerberus
Maybe if the SL dies and doesn't get revived, the second person to join the squad becomes the SL?

Posted: 2006-03-26 23:57
by six7
^^^ thats a good idea. much like real life too

Posted: 2006-03-27 00:15
by Neuromante
TII wrote:It's hard enough to attack positions in the game now, do you guys realize how hard it would be if you couldn't revive teammates?
That's partly because of respawning, partly because of reviving (yeah, reviving helps more the defenders than the attackers) and partly because of the BF2 maps layout. All of these three things are going to change in PR (I hope).
TII wrote: I think it goes back to the gameplay vs realism argument.
Good lord, gameplay vs realism? Wasn't this mod all about realism?

Posted: 2006-03-27 00:17
by Szarko
Not a bad idea, but that pretty much happens now. SL just leaves so that he can spawn farther up.

**EDIT**

If this mod was all out, hardcore about realism, then no-one would play this mod, because it wouldn't be fun. Remember this is still a game, that people come to play and enjoy themselves in a realistic manner. :)

Posted: 2006-03-27 02:04
by 00SoldierofFortune00
TII wrote:Easier said than done, and not to mention not much "fun" for the SL. Also it denies the squad of a member to actively participate in the combat if the SL has to hang back to avoid getting killed, when wasn't it Sun Tzu or someone, that said the attackers should have a 3:1 advantage?


I wouldn't have a problem with this suggestion if the game style is changed as right now I believe the maps are very unbalanced for the attackers, namely the USMC on SaK and MEC on SaK2 (I've never seen more than the first flag be taken or 2nd if the defending team sucks). Also with the cap zones being so small and the time required to cap a flag it only takes one grenade to wipe out the attackers if they manage to get to the flag.
Gotta agree 100% here.

In this mod, I play nothing but squad leader and it is already hard enough to keep control of your men and if you are attacked, being behind them doesn't help that much. I think most people don't even play as squad leaders much, so they don't see this much.(No one take it the wrong way)

And giving the squad leader controls, tag, and status to someone else is IMO, one of the worse ideas I ahve heard. I am not going to depend on a random guy in my squad to do my job if I am the squad leader. And you will also have the problem of the new SL going off and not doing anything and the team follow him or he not lead effectively.

All the little things like shock paddles, ammo bags, etc. hold the game together, and people are trying to take them out because they say they want "realism." You are not going to even come close to 50% realism in this game even if you make it so that you can drag away a player to a side hospital and give him morphine or medical help, because there will always be some catch. The catch with the ammo bags is that people use them a lot, but take them out and then you would not be able to adequtely resupply in a game which is way to fast to rely on anyone other then your squad.

Vehicles are abused also, along with jumping/proning, even though if you take that out, you will not be able to get over obstacles.

Point that I am making is, that too many of you are ambicous about making this game really, really realistic. You can't achieve that in this game because there will be imbalance issues or either you will hurt the overall gameplay.

And if you guys are complaining so much about getting revived, then tell your teammate not to do it, or just deal with it. If you wanted to get a new gun and not get revived, then simply hit the suicide button immediately after you have fallen. It has always been there if you haven't noticed.

Personally, if I am revived or have an enemy revived in front of me, I deal with it and adapt to the situation. And if you let the enemy revive a fallen teammate, or you get unwantedly revived, then that is your fault. Just deal with the situation and stop complaining because everything will not be perfect, and the suggestions lately just seem to be too ambicious for this game with the kind of players and engine we have in it. I am not trying to be a pessimists, just a realists.



And Ceberus, please calm down with your little "fits" in the game against people if you know what I mean. Makes it hard to listen to what you have to say seriously when you acted that way on the server the otehr night.

Posted: 2006-03-27 02:09
by Cerberus
Don't tell the whole world

It just pisses the hell out of me how I'll shoot a guy three times in the chest with an AK-101, then he'll go prone and maul me down with a SAW

Posted: 2006-03-27 02:17
by 00SoldierofFortune00
Yea, me too, but was just trying to say don't take it as seriously next time. I have the same problem also, and might do the samething, because it is bs the proning thing and how it can sometimes still be done.

Posted: 2006-04-14 14:43
by PARAMEDIC.CA
'[R-PUB wrote:Szarko']I say make the defibs act like a wrentch, so that it takes like 5 secs to "fix" the player and they will be back up to like 40-50% health.

I replied in another thread, but will attach my comments to this thread as well..


Take out the shock paddles... hmmm... yeah, take them out and replace them with the pulp fiction adrenalin syringe... animate its administration like John Travolta's sternum busting pericardial injection....
Image


Anyways, the chances of finding a soldier (I am not in the military, so I am truly hypothesizing, but using my experiences as a civi paramedic) in ventricular fibrillation after penetrating trauma is pretty darn low (maybe 1-4%). Survival depends on fast transport to a surgical suite. Trauma is a surgical disease; it belongs in the OR (as the trauma surgeons say) so the use of field defibrillators is highly doubtful or benificial. But for gameplay it would be the only truely "one shot" intervention that would be benificial.

the other possible intervention that has as much in-game drama as defibrillating would be simular to the Travolta needle stab; or better known as Thoracentesis -the needle decompression of the chest to release compressesd air from the chest.... Image

this would be a WAY TOOO COOL AND ORGINAL OPTION FOR REALITY.... The Medic/corpsman would swing the syringe and with a loud THUD! and if it worked the wounded patient would literally GASP! for air and a huge rush of pressurized gas would rush out of the chest through the needle.... Fun eh..? So the medic could try to defib, if it didnt work try a decompression (kind like the engineer who has an option to use slugs or buckshot)



Secondly in the heal situation, it would be cool if the medic bag was relplaced with a intravenous solution/or blood products. As the wounded health improves the intravenous bag decreases in volume. This woul be a rapid healing option and could be only used on one person at a time. The use of the medic bag would be a slower multi-patient method to heal people.

anyways, just dreaming and having fun...

The medic works well now!

P_MED