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Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-08-31 16:27
by Ccharge
Really i like how it is right now. Also the system of loosing a ticket when wounded would not help. It's basiclly the same right now. That would just make a round go faster.

If your wounded theres no penalty, its only if you die. thats either the players or the medics fault. Right now the only incetive to be revived is if you are A) far from a respawn area, or B) You will make the team loose a ticket.

If you guys play on the proper servers you will find people would rather be revived then give up alot of the time.

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-08-31 22:03
by Arnoldio
There is no point of having such a long healing procedure when you can just give up and respawn without some kind of penalty for youself, your squad and your team. You have to make players think, i must not die all the time...i tell that to myself whenever i grab a collaborator kit lol

again, something like this could be introduced.
ChizNizzle wrote:Hmm, got me thinking how you could balance this medic system with respawns (so its not easier to just click give up and here we go again)

I was thinking about penalties for giving up. So, when you're crit wounded, you get the 5 min countdown started, closer to the end of it you give up, less respawn penalty you will get (wich builds up death after death...)
Lets say at 3 minutes you can respawn directly, with no penalties, those additional 2 minutes without penalty count as a sort of reward.

Current sistem is, more you kill, closer to default respawn time you are, amirite? So such system could be used on those penalties, but not according to kills, but the general score of the player (I know, I know, PR isnt about score, BUT, if you look at it, it makes sense, sqads on the frontline die often, but they gain kills and cap flags, thus get points, snipers are leet and uber, so they dont really need those points, for vehicles this doesnt apply as you actually die in the vehicle.

Also the team/squad who dies more is FORCED to retreat and organize defence to gain points back so they can attack and not suffer severe respawn penalties...

In short, sooner you give up, more time youll have to stare at the black screen of DEAD ^^, more work you do and not give up, shorter the respawn timer will be, as a reward.
For the cherry on the top...

Heres some *** checking and thread search from '98
Vehicles - Medivac Chopper/helicopters
Surgeries/Field Hospitals
https://www.realitymod.com/forum/f18-pr ... itals.html
https://www.realitymod.com/forum/f18-pr ... -mash.html

And + there Allready is a medical station in your mainbase...vehicle depot...

So there is only medic "medkit ammo runs" out and field hospitals in question...

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 03:31
by Yrkidding
I haven't the time to read through all of this thread but I've read some and I'm thinkin that the Medic should be able to heal people up to say like 70-80% or something and the soldier would be able to fire his weapon and do everything as usual,however, he would have the red bleeding animations (maybe to a lesser extent) still on his screen blocking or hazing parts of the soldier's view making him less combat effective therefore giving him (and maybe the rest of the squad if there's a few more people wounded) the incentive to fall-back to an FOB/small deployable medical tent to heal up the squad and get them ready for another attack. Also, maybe the medic carries like 8-10 morphine or like adrenaline injections that will give a short temporary clearing of vision to give the soldiers a chance to fall back/cover themselves while falling back to get out of there. Medic should also heal a little slower? I agree that the medic bag should be limited BUT to a larger extent like the medic can heal like 10 or something people as opposed to just a few guys before he runs out of supplies.
yea... that's what I think....The End.

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 04:20
by HangMan_
The medic tent should be like the supply depot. It should not be a deployable asset though. That would make healing too easy. The other squad medic ideas are good though.

I don't think we need a medevac vehicle but u could make Transport choppers and APC's heal u a tiny but not enough to stop u bleeding badly. So just enough to slow the bleeding. Then u can get some good Medevac missions without having to add new assets. Possibly add a Medic Up-Armoured Humvee though.. .That could be a good idea..

HangMan

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 04:59
by fuzzhead
Unless someone figures a way, there is no easy way to make ammo for medic bag with the properties suggested here.

Also no easy way to say make a bandage heal someone only so they stop bleeding and not to 100%, just don't work that way.

However discussion is always a good thing...

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 05:14
by Arnoldio
Make it drop invisible "healingpacks" at a certain ROF, just a little bit infront of you, so it heals the other guy, if you look up/down, you drop them on yourself. Every "healpack" counts as 1% of healing, or 1 unit of ammo.

So make medic have 800 units of ammo, so 800% healable points.

Problems i see:
1. You would have to ask him how badly he's hurt and ask him if hes allright and when hes fully healed. - Dont know how realistic is this...
2. Healingpacks should dissapear after 1 seconds, so you dont put them 500 on one corner and say, if you want healing, go sit at that corner and get healed by god. - Solvable one...
3. Vehicles should auto heal you(no relevance to medic), slowly, youst to keep you from not dieing.

Same for the field dressings, make it deploy 1% at a time so you get to feel better slowly not just instantly.

Medical station healing speed 100% (lets say its drops 1 healpointevery second), Medbag 70%, field dressing 50%, vehicles 25%

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 05:22
by Sniperdog
Image

Google Ads Win :)

This is all very neat I love the ideas but I will admit medi-vac is iffy...

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 05:58
by Sniperdog
oh yeah almost forgot...
[R-DEV]fuzzhead wrote:Unless someone figures a way, there is no easy way to make ammo for medic bag with the properties suggested here.
I dont have much time atm and I may try this later but in theory...

Heres the code for the bag...

rem ---BeginComp:ReplenishingAmmoComp ---
ObjectTemplate.createComponent ReplenishingAmmoComp
ObjectTemplate.ammo.magSize -1
ObjectTemplate.ammo.changeMagAt 1
ObjectTemplate.ammo.minimumTimeUntilReload 0.5
ObjectTemplate.ammo.abilityDrain 0.1
ObjectTemplate.ammo.abilityRadius 1
ObjectTemplate.ammo.abilityStrength 3
ObjectTemplate.ammo.abilityCost 0
ObjectTemplate.ammo.abilityMaterial 73
ObjectTemplate.ammo.replenishingType RTHeal
ObjectTemplate.ammo.onlyActiveWhileFiring 1

Maybe if you changed "ObjectTemplate.ammo.magSize -1" to something positive?

If that doesn't work (which i wouldn't be surprised at all if it doesn't from what I know about BF2 code :P

You could also try having the "medipack weapon" instead of directly healing by using healing projectiles that would be (in a sense) similar to the healing patches.

Code for patches(the russian ones for those who care):

ObjectTemplate.create GenericProjectile medikit_dressing_ru_Projectile
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 60
ObjectTemplate.collision.stickToVehicles 0
rem ---EndComp ---
rem ---BeginComp:ReplenishDetonationComp ---
ObjectTemplate.createComponent ReplenishDetonationComp
ObjectTemplate.detonation.triggerRadius 1
ObjectTemplate.detonation.triggerType MTYPco
ObjectTemplate.detonation.replenishingType RTHeal
ObjectTemplate.detonation.replenishingStrength 25
rem ---EndComp ---
rem ---BeginCompefaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :d efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry medikit_dressing_ru
ObjectTemplate.setCollisionMesh medikit_dressing
ObjectTemplate.mass 10
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 73
.
..
.
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/Medikit_dressing/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/Medikit_dressing/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate medikit_dressing_ru_Projectile
ObjectTemplate.keepProjectiles 10
ObjectTemplate.velocity 1
ObjectTemplate.itemIndex 8
ObjectTemplate.delayToUse 2.608

And to make it work I would change

ObjectTemplate.hasMobilePhysics 1 -> 0
ObjectTemplate.hasCollisionPhysics 1 -> 0
ObjectTemplate.velocity 1 -> 0

delete "ObjectTemplate.geometry medikit_dressing_ru"
and "ObjectTemplate.setCollisionMesh medikit_dressing"

change ObjectTemplate.detonation.replenishingStrength 25 -> alot lower

and then in the player weapon code for it (ill put in the patches code here)

rem ---BeginComp:ThrownFireComp ---
ObjectTemplate.createComponent ThrownFireComp
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.fireLaunchDelay 0.9
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0.06/-0.12/0
ObjectTemplate.fire.maxProjectilesInWorld 1
ObjectTemplate.fire.showWeaponAfterReloadDelay 0.05
ObjectTemplate.fire.pullBackTime 0
ObjectTemplate.fire.projectileStartRotation 30/210/160
rem ---EndComp ---
rem ---BeginComp :d efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2.608
ObjectTemplate.ammo.minimumTimeUntilReload 0
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---

add this:

ObjectTemplate.fire.roundsPerMinute 900 (just a geuss as to the proper fire rate)

Change this:
ObjectTemplate.fire.addFireRate 0 ->2 (semi auto -> full auto for the non code literate)

ObjectTemplate.ammo.nrOfMags 1 -> -1

ObjectTemplate.ammo.magSize 1 -> whatever you want the max amount of healing to be

Make these bigger :
ObjectTemplate.fire.fireLaunchDelay 0.9 -> however long it should take to start healing

ObjectTemplate.fire.maxProjectilesInWorld 1 -> 10

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ENGLISH TRANSLATION
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you could try making the medic bag into an ACTUAL projectile that shoots less effective invisible patches that don't obey the laws of physics at an automatic rate of fire.

I know it may work because for the carrier catapult i made you shoot invisible implosive bullets that don't obey the laws of physics at a burst rate of fire in a similar manner.

I know most of this is speculation and I will try it when i get time but I would rate the second idea imo as probably possible and if so somewhat difficult to implement probably involving alot of animation and sound effect work to recreate the medibag as a projectile weapon.

Peace.

ps. sorry bout all the code >.>

pps. the answer is most definitely 42

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 08:24
by Herbiie
Guys, the Medic System Doesn't need changing, it's not broken now there's only 1 Medic per squad and you die if you are taken down after you are revived...

As has been said before the medics Job is the toughest Job in the game, don't make it harder. Also, all that coding, and replacing the medic bag with invisible bandages.. I foresee lots of bugs and a broken medic bag....

Re: Wilkinson's Medic System Overhaul Suggestion

Posted: 2009-09-01 08:37
by RHYS4190
just leave it alone.

i have a feeling it we mess with the healing system it could blow up in are face. and as for a medical tent. it never work on a 64 player server,

and medivac choppers simple would not work in PR