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Posted: 2007-03-12 23:58
by [T]Terranova7
General_J0k3r wrote:good point. i like the whole idea of medevacs. a need to go back to the mainbase would imho be a bit too hard and time consuming but a fallback position to heal the squad and resupply would be nice (i know, it all exists somehow but the FEELING would be different). maybe one could replace supply crates by fallback positions?
And this is where having that deployable medical "tent", or what I think would be more suitable would be a "medical point" (A Rally Point with some crosses and other medical related signs) could be useful too.
Doc wrote:Well, there is the option of reducing the Combat Lifesaver's
kit to realistic specifications, possibly America's Army-esque.
We could try just having him be a Medic without defibrillators
and a further gimped amount of supplies, such as three
medkits and one field dressing packet. However, he could
get fragmentation grenades and body armour.
Essentially, he'd be a rifleman with three medkits instead
of ammunition. And since he'll be part of the squad, he'll
probably just restock on stuff whenever they do without
making a run back to camp.
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I still need some ideas from you guys, because I honestly
think that this could work out.
Okay. I guess that could be worth a look. The only thing I'm really trying to get to is that the medic should really come as a powerful class that would make players want to have them over lifesavers.
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Another idea might be to have some sort of "Medical Officer" kit. This is further promote the idea of having some sort of "medic squad" dedicated to the use of medevacs and medical facilities/tents/points. To use the Medical Officer kit, you would need at least 3 to 4 medics in your squad.
Like the Officer Kit, this class can also set down a special rally point for his/her squadmates to spawn on. In addition, this one allows players to request the medic kit from. This way, you won't always have to spawn back at main base to nab one.
Now potentially the Medical Officer's RP could restock medical supplies and heal wounded players too, however I'm not sure how that could work alongside deployable tents/points that could be placed from regular medics.
It's just another idea I'm throwing up.

Posted: 2007-03-13 00:15
by lysander_atrull
sounds like a fine plan. would be really useful in the more protracted battles and where spawn times are longer.
If the medics could drive a 'van of life' (I liked their burgers..) and be able to setup field hospitals '{ickle tents}' which would be the support equivalent of a medpack and defib dispencer - then weyhey.
Posted: 2007-03-13 17:55
by =1MD=L.Briggs
I'd love to see this in game...
Posted: 2007-03-13 18:45
by General_J0k3r
hehe. we create a shitload of work for the devs here if they wanna do it

Posted: 2007-03-13 18:55
by Outlawz7
Quote:
* You start a MedEvac squad.
* Commander relays a message that Squad 2 has no medics, and are near death.
* You fly your UH-60Q out to the defending CP, pick up S2.
* Helicopter heals S2 enough to keep them from dying.
* You fly them back to base, where they heal.
* You ship them back out to the defending CP.
You do realize that by the time the UH-60 gets there, that squad is either wiped out or there are too many enemies to make a safe evacuation. And, I'm not sure about this, but didn't any vehicle that had a medic in it automatically become a sort of ambulance? Or was that function removed?
Anyway this is just my impression. I mean, in theory it sound awesome and realistic to have someone hauling *** to save you so that you actually have a reason to throw that green marker in the officer kit, but just how many people would actually use it?
Well, you could do that just now.....have a squad of 2-3 peeps, one flying and other two manning the miniguns, providing cover for squads on ground and warning them of incoming enemy troops....sort of like a command heli fyling above the area...
You could even have a medic and rifleman in to med and rearm and the commander could be there, too, instead of siting around the base...at least he could see some action himself, not just on the commander map...
Posted: 2007-05-31 18:21
by GR34
NO they cant Limit medic kits there is barley any medics as it is in most squads!!! i want a medical bradlyIFV
Posted: 2007-05-31 18:47
by General Dragosh
Superb reality idea......we all like it dont we ?
Posted: 2007-06-01 17:42
by whisperingdeath
I love the idea of the Medical Stryker... Id like to see the Stryker in the mod as well. Combat and medical versions....
Posted: 2007-06-04 13:36
by TheParadoX
The idea is good an realistic, but no one would do it ingame, everyone prefers to fight :/ Therefore I think that a Medic Vehicle would be a great idea. Like the Supply vehicle, the Medic vehicle has to be driven by a medic (only) and delivers healing to every passenger.
If you are injured, you get in, you get healed and you get out. The medic would have to stay in that vehicle, otherwise no one would get healed. I think that this would encourage ppl to play as a medic ...
The Striker is a good idea, but it has to be a version without firepower

Posted: 2007-06-04 14:30
by Doc
If it had firepower, it wouldn't be a MEDEVAC.
Oh, and uh, if the MEC and PLA follow the rules of the Geneva Convention,
we could apply the civilian death characteristics (they lose tickets,
get a negative score and longer spawn time) to the medical vehicles
if shot at and/or destroyed.
However, I really don't think the insurgency cares for silly old
rules about not shooting anything with a cross/crescent on it.
Posted: 2007-06-05 10:13
by 808-SLUGGO
Doc wrote:If it had firepower, it wouldn't be a MEDEVAC.
Oh, and uh, if the MEC and PLA follow the rules of the Geneva Convention,
we could apply the civilian death characteristics (they lose tickets,
get a negative score and longer spawn time) to the medical vehicles
if shot at and/or destroyed.
However, I really don't think the insurgency cares for silly old
rules about not shooting anything with a cross/crescent on it.
exactly which is why the medevacs would need to travel with armor/Hmmvs/BH/LB to provide cover/protection as they do IRL! Medevacs dont just run in alone with no backup that would be suicide
Posted: 2007-06-05 10:31
by Taffy
Why not have combat lifesavers so that they can only 'heal' minor wounds, say 3 points or less, then medics could heal maybe up to 5 points? Any more serious damage would mean that the medic/combat lifesaver slows the bleeding, but has to call in a medevac so that the wounded man can be healed? I say slow bleeding and not stop it so that people don't just carry on fighting with lower health, they'll pretty much have to go back to the aid station because they're still bleeding.
Also, if possible, the medics/lifesavers should have the power to call medevacs directly with VOIP, rather than having to ask the SL to ask commander to tell medevac to get to location X, which would add maybe 10 seconds or more to the rescue process. Doubt that's possible though.
Posted: 2007-06-05 11:17
by Hides-His-Eyes
I thik "holding a medabeg next to a person stops them bleeding and recovers their health, but as soon as the bag is gone the bleeding carries on again until they get to a medevac/field hospital" would be pretty cool. S one medic could tend to a few guys until help arrived, but they'd still need help!
Also, don't know if it's possible, but make bleeding slower for prone players, so that on medic is tending to these 3 guys lieing on the ground

be sooo coool