Defib or not defib...

General discussion of the Project Reality: BF2 modification.

Should defibrillators be removed from the medic class?

Remove defibrillators
37
47%
Keep in defibrillators
41
53%
 
Total votes: 78

Dre
Retired PR Developer
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Post by Dre »

I'm going to ask the rest of the community to refrain from responding Nathan's comments, as quoted above. I do not want to see this thread brought down into a nasty exchange of words. I've addressed Nathan and that's where it should end.

Please continue the discussion regarding Defibs and whether they should be removed or kept in, so that there's still some fun left :P
Tactical Advantage
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Post by Tactical Advantage »

[quote="[R-DEV]DreI think the defibs should stay, but with some marked limitations. Maybe one use every 60 seconds, with 1/5th health as a result.[/quote]

Something like this would be nice, this should prevent Medics from running around reviving everyone who gets wounded, and once they are revived, they wont be at full health, maybe as an extra, have a Medical Tent at your main spawn in which you could head back to and make your 1/5 health go up to maybe 1/2 or 3/4... Something like that should work, and still keep PR fun but realistic which is what we're going for I think.
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Dre
Retired PR Developer
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Post by Dre »

Excellent TA. Perhaps a mobile hospital?
[C22]Gump
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Joined: 2005-07-17 08:28

Post by [C22]Gump »

Even though this is a realism mod...


The game HAS TO BE FUN and the squads need to be able to stick together. leave the paddles.
"You're in the red? Really? Well I'm a mushroom cloud laying mother fucker, mother fucker. Every time my hands touch brains I'm superfly TNT. I'm the Guns of the Navarone"-Jules Winnfield
DrZero
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Post by DrZero »

Basically all you guys are saying is, you like the idea of the medic pack, you just wish it looked different?
BrokenArrow
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Post by BrokenArrow »

all sounds good to me
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OverwatchX
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Joined: 2005-07-10 20:53

Post by OverwatchX »

The respawn simulates reinforcements not a rebirth. Yeah, your name is the same but....

The medic should treat injuries not erase them, bandage them not use some Star Trek gizmo to remove them entireley.

Please consider limiting the health replenishing abilities of the medic as described in my previous email or some variation thereof.
Realism and fun aren't mutually exclusive.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

solodude23 wrote:For the mini-mod, keep them in. Taking them out, and especially replacing them with something more realistic won't fit in to the gameplay. However In PR I think it should be replaced with 2 things, bandages to stop bleeding you guys know the rest....theres a million threads/posts on wounding effects and such.
My thoughts exacty, PR should have a much more copmlicated damage and blood system if possible. (sorry if im off topic now as i didn't read the whole thread)
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keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

I think first off, when revived the soldier shouldnt jump up and start fighting. this is the way i see it.

Some guys take some shots, one becomes critically wounded, his health is at 0 and his fallen buddy is at -15 (i dont knwo what the real health is, but lets say instant death is like -20?) , while someone just got shot in the arm is at 50 health and is bleeding.
AFTER medics grab the bodies and drag them to safety the three medics go to work.

Guy shot in arm: he is quickly bandaged up within 3 seconds and the bleeding stops, (we wont go into what would happen if your shot in the arm ie less accuracy) then the medic gets out a pack or something and his health slowly goes up, it takes about a full minute to get back to 90 health, and it cant get any higher.

Guy at 0 health: animation is medic getting out surgical tools and such after about a minute the guy is at 50 health and slowly gets up, he stay sat 70 health.

Guy at -15 health: takes about a minute and a half he stays at 55 health


this is just generaly my idea, of course we want hitboxes to effect things (i know there have been ideas for a hitbox for each body part) so that would effect things, lets just say medics have enough supplies to revive 3 men and it takes about 5 minutes for them to regain a revive ability, and they have 2 bandage packs, and can get more from a support class (if we end up not changing that class) or supply crate.


if we are supposed to be solely talking about the minimod, i think defibs should be kept in, but when you are revived it takes about 5 seconds for you to get up. and each medic only gets a certain amount of revives.


sorry if i got a little off topic =P
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BrokenArrow
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Post by BrokenArrow »

i like your ideas, good stuff.
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GasolineCans
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Joined: 2005-07-30 05:34

Post by GasolineCans »

lol y don't we just get rid of medics and let regular soldiers pick up a medkit at a nearby capture point. bandages, and injections. of course they have more weight to carry with medkits and they can't heal themselves completely.

btw i dont think medics in real life get crappier weapons and no body armor just because thier medics.
BrokenArrow
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Post by BrokenArrow »

they get m16s in the game... same as the assault.
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OverwatchX
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Post by OverwatchX »

I'm all for realism at the expense of gameplay...well almost but if we make the medical triage process take to long to administer, some yay-hoos are just going to make suicide charges so they can respawn. And Id hate to see that...people playing less realisitically because of it. Where do we go with this?
Realism and fun aren't mutually exclusive.
BlakeJr
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Post by BlakeJr »

JohnDoeGamer wrote:I'm all for realism at the expense of gameplay...well almost but if we make the medical triage process take to long to administer, some yay-hoos are just going to make suicide charges so they can respawn. And Id hate to see that...people playing less realisitically because of it. Where do we go with this?
Limit the number of respawns. say, 3 per round.
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BrokenArrow
Retired PR Developer
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Post by BrokenArrow »

no, we cant limit respawns. if we do that then wed lose alot of people, including me probably. the thing i like about bf2 is being able to be part of an ongoing battle. limiting respawns would just limit the fan base. something that also needs to be taken into consideration.

the way to limit those yah-hoos is to make main base only spawning. and make the medical treatment long enough to be considered realistic but short enough so that it is faster than a respawn. also with main-only spawning it will take a while for people to get back in batter. so being treated is the fastest way back into action. this will stop suicide charges because they arent going to want to be wounded somewhere that a medic cant safely get to them.
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TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

waffenbaum wrote:How about an injection of morfine instead of the defibillators?
I realy like that idea because it creates the illusion you are fine even when your not so restoration to full health can be used in a reality mod.
GABBA
Posts: 633
Joined: 2005-05-16 16:00

Post by GABBA »

This illusion is intriguing. What would it look like????. will gun's be turned into flowers'........... :D .... :) .... :( ... :cry: ... :evil: no......no flowers ay. But that sounds like fun. Have a squad of soldiers high on illusion running around :lol: .
"Incoming fire has the rigth of way"...........

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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

I definitly say that once a soldier is revived, he shouldnt be perfectly fine, by this i mean, not full health, maybe have his/her version blurred for awhile after the person is revived, and decrease accuracy, running speed, etc. for awhile after revival.
GOD BLESS AMERICA AND OUR ALLIES
GasolineCans
Posts: 6
Joined: 2005-07-30 05:34

Post by GasolineCans »

and whats to stop someone who doesn feel like having decreased accuracy and running speed to just kill themselves to respawn back into perfectly good health??
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