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

CobraPhantom
Posts: 689
Joined: 2005-03-28 13:00

Post by CobraPhantom »

GasolineCans wrote: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??
Spawn times will be increased
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GasolineCans
Posts: 6
Joined: 2005-07-30 05:34

Post by GasolineCans »

how about 2 different kind of injuries, critically wounded and mildy injured. soldier who get shot in the arm/ leg can be treated by a nearby medic with bandages and shots, while critically wounded cant move or barely crawl or something. whenever a medic gets into a wehicle, all of the critically wounded show up on their mini map and they could go and pick them up and bring them to a nearby base. there would be a timelimit on how long a critically wounded person could stay alive. and since players that are ciritcally wounded have to wait on the floor till they die, if theydo managed to be picked up by a medic, they get an instant spawn, giving medics another reason to go pick them up. if they arent saved, they have to wait an additional spawn timebefore they can get back into the action.
TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

AS said earlyer about when your revived from critcical injury you should have blurrynes etc.

I agree to a point. Remember this is a game.
I think you should have blurry vision that simiular to when i bomb lands around you in BF2. The effect would also only last as long as BF2 because any longer and people are going to curse the game because fun is what counts. How about for the first 60seconds of your revival you have pretty mild double vision and therafter you wil get small spikes of double/blurry vision that only lasts 2-3 seconds.



I certanly do not agree with anyone who says only one life should be allowed in this game.
*Maps too large = Respawn til next game is far too long
Ive been in games (kubra dam) that was 64 players and the game lasted over 2 hours!!! yes its rare but what if you got bomber at the start? - people will just leave after every round then join another game and do the same.
anyway wrong topic but im ready :twisted: if anyone takes it down that road.
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OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

One life per game = not at all doable. Its fine for games like AA because those are mostly mission oriented (i.e. Ranger team go and attack Terror team at compound and grab data or free hostages) and not with a battlefield environment with reinforcements etc. This is a given and a moot point.

Finding that sweet spot where the mod has realism yet keeps servers full and players interested is the obvious target. I dont think its that elusive actually. The players we want to fill our servers will be those who enjoy the realism and thus play realistically. The DOOM-ers probably wont hang around..unless we gets some converts.

Here's what I think in summation in regards to medics after reading all of the posts:

1) Medics lose defib paddles - get limited injectors and bandages.
2) Injectors used for unconscious or severly wounded players.
3) Bandages used for all wounds to stop bleeding because untreated wounds bleed off health slowly.
4) Arm hits cause aiming difficulties until treated.
5) Leg hits slow player or prevent running altogether (double tap W)
6) Torso hits cause endurance for runs to be used up faster (or prevent running)
7) Head shots (which in most cases would be fatal anyways) would cause blurred vision until treated aside from major healt hit.
8) Medics decide to use one of their injectors then bandage wounds.
9) Medics can only stop bleeding on themselves and not restore health (no self heal although could use injectors on self if one available - again limited supply)
10) Injectors only replenish a max of 1/3 health.
11) All triage combined can only restore 1/2 of damage (i.e. current wound total). This would be cumulative so eventually a soldier would not be able to get much out of triage.
12) Possible, medics can drag or carry incapacitated soldiers to cover OR give them smoke grenades to offer temp cover.
13) Some soldiers killed or damaged beyond help (arty - tank rounds - shot in head by enemy when laying on ground incapacitated - severe falls etc).
14) No more dropped run-over-and-pick-up health kits.
15) No more crates or vehicles that provide triage - must be recieved hands on.
and finally...
16) Increase incapacitated timer from 15 to say 20 or 25.

Complicated to program perhaps but playable in my humble opinion if it can be implemented.
requiem
Retired PR Developer
Posts: 3651
Joined: 2004-07-22 16:00

Post by requiem »

20 vs 20 votes. Wow :D
3FJ_Werner
Posts: 94
Joined: 2005-06-13 15:55

Post by 3FJ_Werner »

Flip a coin then?
Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

PRMM first.
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Dirty Beets-TPF-
Posts: 19
Joined: 2005-02-17 15:20

Post by Dirty Beets-TPF- »

I say keep them in, weither it's the paddles or morphine or whatever. I do like the idea of 1/2 or 1/3rd health but 1/5 seems too low.

That's my $.02
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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

PRMM = keep in
PR = replace with much much much more realistic blood, trauma, bandage, body part dependant damage system.
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Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

Looks kinda even :(
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RiSiNg SuN
Posts: 12
Joined: 2005-06-13 00:10

keep them

Post by RiSiNg SuN »

The polls are real close. I vote to keep them because playing as a Medic most of the time I know that the defib. is a great way to get teamwork points, and also it gives the medic a goal other than first aid kits for wounded but not critically wounded soldiers. Otherwise we could just play as the Assault character. Perhaps try it in PRMM, see how things go and then we can poll again. After trying it once it may be easier to make the decision. (Did I spell decision right?)
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Pak
Posts: 121
Joined: 2005-08-06 22:18

Post by Pak »

Remove the defib or change it. I like the idea that if someone is critically wounded, instead of making them respawn on site, a medic could decrease their respawn time, but they still have to respawn at one of the CPs.
CobraPhantom
Posts: 689
Joined: 2005-03-28 13:00

Post by CobraPhantom »

I love the idea of the defib, but I cant think of a way to use it for reality. One hand you can revive someone to 1% health, on the other hand this can be used as a cheesy exploit for someone to sit there and wait for you to be revived, then tab the fire button and have another kill. It would be awesome if you had an ambulance that could drive around, then grab the dead guy and bring him in, revive him slowly give him health, then hes back in the battle. Sounds complicated though :?
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Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

is there anyway to animate a tourniqute(sp?) being applied i know itd be hard but that sounds like the most realistic way to do it seeing as how thats the wawy most wounds are bandaged, id say you give every kit 2 tournequtes that they can use but if you get injured down to below 20% you have to get a morphine shot or something
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GABBA
Posts: 633
Joined: 2005-05-16 16:00

Post by GABBA »

Can we plz put this thread to sleep........
"Incoming fire has the rigth of way"...........

"never share a foxhole with anyone braver than you are"
Psycho_Sam
Posts: 255
Joined: 2005-06-15 00:03

Post by Psycho_Sam »

NEVER!!! :P


Heres an idea, NO RESPAWNS! You are dead until your revived :P :lol:
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

no, no no no no no.
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Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

figures this thread goes off topic the minute i finally make a post in it providing what i feel is a good idea
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