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Posted: 2007-03-19 11:00
by Copy_of_Blah
The magic medic bag doesn't belong in ANY game trying to go for the realism feel. Neither do pickup health packs that can get you to 100% . No need to bring Quake into a war theme. Health shouldn't come CHEAPLY.
I believe in compromises though. I think that the field hospital and MEDEVAC are the solution.
If medics need to be in PR they should only stop the bleeding. They should be allowed to operate the vehicles involved in evacuating the injured and bringing them back to health.
An untreated, critically injured soldier ought to die on the field.
Perhaps medics should be allowed cap certain areas. Granting them the use a particular structure or ground to allow a field hospital.
Posted: 2007-03-19 11:20
by Longbow*
Copy_of_Blah wrote:...
Question : who will do medic job ( medevac & so on ) instead of shooting enemyes ?
Answer : noone
Speaking of medevac vehicles... BH's are easy to take down with Light AT , same goes with jeeps and other light armored vehicles ... the only solution I see is to use apc's without armanent ( or with 12.7\7.62 remote operated MG only ) as a medevac . Atleast they wont get shot emediately when they appear in the battlefield ...
Posted: 2007-03-19 12:40
by Copy_of_Blah
Hell, I don't want to play as a medic NOW. But I always end up being that guy who fills in for the squad as one.
I would rather the kit be used for some assault purpose instead of taking up a slot and make the medic I described as a request kit.
Besides, people like flying and using vehicles. People would play as the medic regardless for that purpose alone. With the lack of other healing methods I imagine the medic request being used all the time.
The point is this, is it worth sacrificing reality for the ridiculous accessibility of imaginary things that sustain your life longer? I personally think it's worth delving deeper in search of more realistic options.
Posted: 2007-03-19 13:06
by DirtyHarry88
Fine as it is IMO.
Posted: 2007-03-19 19:42
by Hides-His-Eyes
I'd like death to be slower; obviously not for headshots and for huge numbers of bullet wounds, but if i take 4 shots unamoured there should be a second of redding out, falling to prone, maybe just about cahnce to pull a trigger as a dieing action.
Then, you don't get to watch what's going on from your corpse, the screen is just black! incentives-for-not-dieing ++
Posted: 2007-03-19 22:11
by Darkpowder
Longbow* wrote:Question : who will do medic job ( medevac & so on ) instead of shooting enemyes ?
Answer : noone
Speaking of medevac vehicles... BH's are easy to take down with Light AT , same goes with jeeps and other light armored vehicles ... the only solution I see is to use apc's without armanent ( or with 12.7\7.62 remote operated MG only ) as a medevac . Atleast they wont get shot emediately when they appear in the battlefield ...
Interesting point, but the first one..
Not born out in facts, plenty of players who are usually pilots of LB's or Blackhawks do nothing else apart from pickup and transport their squad in and out of hotzones or insert them strategiclly around the map to secure objectives.
Medevac, just gives them something else to do, and as most pilots end up heading back to base anyway to repair now and again (or as soon as they take any damage if they are smart) adding medevac delivery to the list works well for these guys.
In the squads i play in i dont see LB's getting taken out by Light AT hardly ever, because the pilots are top-flight (excuse the pun - yes i'm talking about you mongol, squidy, blind, rank) Maistros, duckhunt etc.
2nd Point about APC's
Yes you are exactly right APCs are used for medical treatment and to a certain extent medevac a lot, but because of their role, i would make them act as "mobile medical posts" so that soldiers getting in the back get the back to 100% status back as if they hit a medic station, alright you can't expet surgery but the ambulance like status of a medical APC is a huge benefit.
(Yes i do know what i am talking about here, as i do know someone who commands a medic section in a serving army unit).
Posted: 2007-03-19 22:52
by Hides-His-Eyes
+ I think APC ambulance is the best compromise. one a side on EVERY map but requires one driver crewman in slot one and one medic in slot 2 who i guess can take a role not unlike tank command to give them something to do, but whose role is really to heal those therein. Staying in an apcbulance would heal you back to full, in 30 secs or so.
+ Have a requestable medic kit with defribs, have a "field medic" kinda class who can stop bleeding by carrying a medic bag that works like a field dressing that you don't drop in terms of helpfulness.
+Have a wounded soldier be a liability that you want to get out of their either through heli evacuation or to an APCbulance. This would come through a wounded soldier having contant no-hearing-whistle (call it shock

) limited weapon ability, and no sprint.
+ On maps like muttrah, the helis that currently just take soldiers out would stop to pick up wounded soldiers who'd been attended by field medics and so weren't bleeding, but were in no state to fight.
+ On all maps, attempts would be made to get wounded soldiers to APC ambulances through jeeps, calls on radio to commander, etc. APC ambulances would become a valuable asset that the team would defend and the enemy would concentrate on. They'd be recognisable by no turret and a big red + on the side.
+ All uncaps/blatant "main" bases whose loss would be equivalent in AAS2 to losing overall, contain a "hospital" boxroomthing with beds and drips in it etc. (Only effort in my ideas required by 3d design team is here; reskinning a bed to be all hospital like and adding drips. Could dot around things that look like heart monitors etc.) Going in here would heal you slowly but surely to full health
+keep field dressings for infantry, but make them only slow, not stop, bleeding.
And maybe the most controversial:
+Increase death penalty on spawn to 2 or 3x what it is so that death is entirely inpreferable to evacuation in the long run.
Posted: 2007-03-19 23:50
by Mongolian_dude
Yeah, lets make it so real that if you are crit wounded, you maybe be lying on the floor for 2seconds-4hours before you 'die'?
Defibs are there for an extra element of teamplay and lets face it, who would play medic if you couldnt revive people? very few.
...mongol...
Posted: 2007-03-20 00:52
by workingrobbie
You get shot - you cough and groan for about 20-30 seconds before your vision goes blurry and you croak. So in that time you expect someone in a huge map like al bash to drive to you, find your bleeding body and drive you back? Not going to happen. And even if it was plausible, you'll need half your team driving back and forth and therefore cut the fighting power. I know support is half the fight in the battle, but that's just ludicrous.
Even if you have a mobile field hospital in the form of an APC - how does this differ from our current medic since all it's doing is following you around healing as you go, but now it's also a huge bullet magnet. Totally superflous and a waste of modders time.
Posted: 2007-03-20 01:02
by Leo
How about this....
....Defibs stay, magic Medic packs stay, but after you are revived and healed, you can only be healed up to 39 %, this way you have to stay near a medic or else you'll bleed to death, in the meantime, the medic can request a medivac (either by APC, HUMVEE, or BH) which will take you back to base to a UAV trailer skinned to look like a medical tent, and this UAV trailer can heal you all the way up to full health, and just for those who like points, people being in your medical vehicle give you a crazy score, like 30 points per person. Also, the vehicles would have to be skinned differently to look like medical vehicles (white with red cross). Also, the penalty for blowing up any medical vehicle would be something modest, like a loss of 5-20 tickets + x number of tickets per person in that medical vehicle. Sound like a good compromise?
Posted: 2007-03-20 01:15
by workingrobbie
Leo wrote:How about this....
....Defibs stay, magic Medic packs stay, but after you are revived and healed, you can only be healed up to 39 %, this way you have to stay near a medic or else you'll bleed to death, in the meantime, the medic can request a medivac (either by APC, HUMVEE, or BH) which will take you back to base to a UAV trailer skinned to look like a medical tent, and this UAV trailer can heal you all the way up to full health, and just for those who like points, people being in your medical vehicle give you a crazy score, like 30 points per person. Also, the vehicles would have to be skinned differently to look like medical vehicles (white with red cross). Also, the penalty for blowing up any medical vehicle would be something modest, like a loss of 5-20 tickets + x number of tickets per person in that medical vehicle. Sound like a good compromise?
Yeah...actually this
is a good compromise and if medevacs were to be implented, I'd support this idea.
However, I still don't support the medevac idea in general though just because of the interuption to gameplay - but that's a debate for a different thread.
Edits to correct grammer.
Posted: 2007-03-20 01:28
by TII
Do we really need more vehicles taking away boots on the ground? Seriously, the armour we have now has doubled the requirement of soldiers needed to man them. You can only add so many support vehicles before we end up with 2 guys actually fighting. Just something to think about IMO...
Posted: 2007-03-20 12:48
by Copy_of_Blah
where is there one or more designated medics assigned to a fighting unit in any branch of the military? *laugh*
How many of them hold the Holy Grail in red cross bags?
Posted: 2007-03-20 13:01
by Copy_of_Blah
I don't see how missing 2 soldiers (medics) would hamper the effectiveness of a 32 player team. If anything having these guys would help more than hurt.
However, if it did become a concern they could be used the same as the crewman in the APC. They could drive their vehicles into position and leave if
they desire.
As I said earlier maybe it would be possible for them to cap ground to create field hospitals around the map doubling their effectiveness for the team (limiting the number of field hospitals running at the same time.)
Bleed time could be extended. No revive. AND YOU WOULD LIKE IT. >

Posted: 2007-03-20 13:20
by Longbow*
The game + attached realism > realism + attached game
Leave medics as they are now ( healing , healing bleeding , defibrilators ) but possibly add medevac vehicles in .08 or 0.9 , with decreasing of healed hp by medic pack for wounded troops and giving them a chance to hill up to 100% in medevac ( transporting them to main base is realistic , but it is a) too much time for bf2 PR stile of gameplay b) medevacs will always be too far away when they are needed .. as i said , perfect medevac may be unarmed APC .
Posted: 2007-03-20 13:57
by $kelet0r
It would be a perfect way to implement the Stryker
Posted: 2007-03-20 14:29
by Longbow*
$kelet0r wrote:It would be a perfect way to implement the Stryker
Exactly , you read my mind

Posted: 2007-03-20 14:58
by Copy_of_Blah
Can you limit the healing from a medic bag? You might be able to lower the health per second, but I don't think you could stop the healing rate at some desired point. It goes on forever. Wouldn't it?
That's where the need to remove the bag o' healing comes from.
Defibrillator, come on! Give me a break. Why not just add unlimited stim packs to the field. Maybe the commander can drop them. I'm sorry for sounding jest. I don't see why PR shouldn't remove some of the remanents of arcade game style.
Insurgents at the moment aren't able to revive. Hello! I don't hear anything more than a whisper about that when I play. It still works. The game moves along fine. Why not progress?
Posted: 2007-03-20 15:28
by Longbow*
Copy_of_Blah wrote:Can you limit the healing from a medic bag? You might be able to lower the health per second, but I don't think you could stop the healing rate at some desired point. It goes on forever. Wouldn't it?
That's where the need to remove the bag o' healing comes from.
Defibrillator, come on! Give me a break. Why not just add unlimited stim packs to the field. Maybe the commander can drop them. I'm sorry for sounding jest. I don't see why PR shouldn't remove some of the remanents of arcade game style.
Insurgents at the moment aren't able to revive. Hello! I don't hear anything more than a whisper about that when I play. It still works. The game moves along fine. Why not progress?
Reviving and healing is great teamwork and I guess it will stay . You forget that PR with all it's real stuff is still a goddamn game , not a rl .
p/s I hate playing insurgents , same do some of my friends
Posted: 2007-03-20 15:42
by Copy_of_Blah
Longbow* wrote:The game + attached realism > realism + attached game
...
This whole line of reasoning is BS. This will never become a sim and everybody using their brain knows it.
No matter how hard, BF2 and all it's mods could never reach that point. You presumably think it could- by modifying the medic. Please.