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Posted: 2004-09-04 19:11
by JS.Fortnight.A
They will most likely not add blood as an option to toggle (for marketability reasons), however I could be wrong, but in any case, the modding community will be the ones adding blood to the game if they see fit.

Posted: 2004-09-04 19:32
by marto
Will this mod be adding blood?

Posted: 2004-09-04 21:10
by requiem
Most probably, yes.

Posted: 2004-09-05 02:38
by DrZero
If we can implement blood in a realistic manner then it will definantly be added, but it all depends on whether or not that will work

Posted: 2004-09-05 02:59
by marto
So if you added blood would you add dismemberment.

Posted: 2004-09-05 22:52
by Anti-}{ero
If anyone has played Global Operations, they got the Medic down to a T. You basicly have 2 timers, both are one bar, and the life is red, and the death meter is blue. So say you get shot and you are "killed" (laying on florr dying* then it shows a black bar, and u have a minute for a medic to revive you...well as your lying there, a blue bar starts to increment its way across your life meter, so after 30 second of you lying there the blue line reaches half way across your meter. If a medic revives you, then he only can give you the amount of the bar thats left from you waiting.. so in this case half your life can be restored and nothing more. Global Ops was a very good game, just bad graphics and a lag problem...i am saddened that a second one hasnt came out. It was one of those second rate games out on the Best buy counter like marine sharpshooter and stuff. :(

Posted: 2004-09-06 01:29
by marto
That sounds like a good system. Too bad the game wasn't that good though.

Posted: 2004-09-11 12:03
by DrZero
it sounds like a good system and quite a good way to implement realism, but if there was a medic too close it might hinder the realism.... perhaps you could start at 66% instead of 100%

Posted: 2004-09-11 18:39
by Anti-}{ero
Yeah im sure u guys can work somthing out... cant wait

Posted: 2004-09-16 06:43
by DrZero
Oh, we will work something out :P

p.s. 1000th post!!!!

Posted: 2004-09-16 18:16
by ArchEnemy
you're the first one :D

Posted: 2004-09-28 22:27
by Archangel
what about the recharge rate!!! its not like we can attack the enemy constantly, although it would be nice :twisted:

Posted: 2004-11-01 21:53
by The 13th Raptor
[R-DEV wrote:DrZero]it sounds like a good system and quite a good way to implement realism, but if there was a medic too close it might hinder the realism.... perhaps you could start at 66% instead of 100%
Realism.. you get seriously hurt, you are pulled off the front or at least from active duty, medics are not in the field to keep soldiers fighting, rather to try to keep them alive if they are hurt.

I dont think medics really work in a realistic game, or mod anyways. Not the way they are used.

Just an idea, you have the plain HP bar, you get hit and you loose all the health. Then your second "hp bar" starts to bleed.(Note, you can be instantly killed by a headshot, tank shell.)During this time you are on the ground, cant move. Only a medic can stop this bleeding before it really kills you, after a medic has stopped the bleed, you have to get back to a base with a medical facility (building wich you can enter like a vehicle) that slowly restores the "bleed" bar and the primairy HP bar.

You wont be able to use a weapon when you have no primairy life points, you can walk around(slowly) however after a medic stopped the bleed. You then have to find a vehicle with a driver that can bring you to a base with a med facility.

Its just a dream, but it would add to the realistic gameplay. A penalty should be given if the player does not want to wait for a medic to save him.

Ps: you cant drive a vehicle, and not operate its weapons, just sit in a passenger spot.

Posted: 2004-11-01 23:04
by Silverwolf
some very interesting ideas, but you also have to think of the gameplay side of things, there's no way people are going to be continuosly running people backwards and forwards from the main base, exspecially in a computer game where people are going to be getting shot all the time.

And realisticlly, if your at the point where you have to be taken back to a field hospital, your going to be in there a little longer then a few seconds to restore yourself.

There really isn't a way to implement realistic heal methods/times etc in an FPS.

Maybe just lose the HP from your injury, your imobilised on the ground, and then you get a slow bleed of your remaining HP until a medic heals you, if your HP runs out before the medic gets there, you die.

But even then, how do you decide how much of an injury imobilises you?? A man shot in the arm can still function in battle, as man soldiers have proven over time, exspecially in WW2, where many soldiers suffered major gunshot injuries, and didn't even realise it until a friend pointed it out to them, the adrenhalin from fighting keeps you going, and until you calm down and the adrenhalin wears off, or someone points out the injury to you, you don't notice it (I suffered a major break to my arm playing soccer one time, and yet fealt no pain for 15minutes, as the adrenhalin was still in affect. The injury itself was rather obvious however, so I did know it was broken :wink :)

Posted: 2004-11-06 05:41
by Anti-}{ero
Silverwolf wrote: Maybe just lose the HP from your injury, your imobilised on the ground, and then you get a slow bleed of your remaining HP until a medic heals you, if your HP runs out before the medic gets there, you die.
"If anyone has played Global Operations, they got the Medic down to a T. You basicly have 2 timers, both are one bar, and the life is red, and the death meter is blue. So say you get shot and you are "killed" (laying on florr dying* then it shows a black bar, and u have a minute for a medic to revive you...well as your lying there, a blue bar starts to increment its way across your life meter, so after 30 second of you lying there the blue line reaches half way across your meter. If a medic revives you, then he only can give you the amount of the bar thats left from you waiting.. so in this case half your life can be restored and nothing more."

About the same thing i had posted

Posted: 2004-11-06 07:36
by Silverwolf
Yeh I know man, just doin a basic re-run of it for the 13th Raptor :wink: . Though I do prefer the idea of being able to get all ur health back, n not just a bit of it.

It'd be like punishing the player for not staying close enough to a medic, not something someone playing as a scout/spotter/sniper is going to be doing, not to mention guys flying aircraft who have to bail behind enemy lines.

Posted: 2004-11-06 16:42
by Ugly Duck
How about no health regeneration and medics can simply stop you from dying? So if you get shot you will begin to bleed, the severity will depend on the wound. If you bleed to much you could have a short "unconcoius" period where your not dead, but your on the ground and cant do anything unless a medic revives you on the spot in a timely fasion. But there will be no magic gaining of health from med packs. Because of the established realism of the mod, actual health isnt going to matter as much, because its not going to take 5 shots to down a guy. So even if you do only have half of your health a medic can save you from death and if you with a little group like you should be youll still be able to do your job.

Posted: 2004-11-06 18:37
by Anti-}{ero
True, but it would suck that u get shot twice, then go down. Also, if that is done, is there going to be somthing that stops the medic from reviving the soldier again and again? The severity idea maybe, but it would suck if you shoot a solderier in the arms and he goes down, then a medic revives him, gets shot in the arms or legs, goes down and get revived again. As for the sniper/scout thing you said, usually there is no medic with him, he basicly knows some first-aid but nothing that would save him from a "medium" severity wound.

Just, some realism must be sacraficed for gameplay. This is one of those cases. The medic must have a role in this game, in reality, a lot of times when a soldier gets shot he doesnt fight anymore if he is not in battle, does this mean we only get shot once and we get emmobilized? No, it means that a medic can heal you, and "magicly" you can fight again. This would be the case unless shot severity played a role on the abilities after being shot (shot to hand dissables accuracy, ect)

Posted: 2004-11-06 23:33
by marto
I forget if this was discussed somewhere else, but is there going to be incapacitation? And if there is, how will a medic be able to deal with it?

Posted: 2004-11-18 23:54
by taco-man
for the bleeding if its like the fires for vehicles in bf1942(ObjectTemplate.CriticalDamage) it doesn't have to be at 0, you can actually set it above 0 and then people would bleed to death at the rate of whatever ObjectTemplate.HpLostWhileCriticalDamage is set to if they didnt get healed back to whatever amount of life ObjectTemplate.CiticalDamage is set to, however in bf1942 when a vehicle reaches critical damage it is immobilized and i dont know that you can use the criticalDamage property on soldier objects in bf1942 but hopefully you will be able to use something similar in BF2