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Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 12:30
by Smegburt_funkledink
Waaah_Wah wrote:IMO theres no point. Ppl would just fire a couple of extra bullets into the guy they just downed.
Ok, so you get 2 points for initially critically wounding an enemy. You may think pumping another bullet into them when down will benefit you but this means your victim'll lose his "give up" time, slightly shortening their spawn time.
Spec_Operator wrote:Isnt that against lots of rules of engagement anyway? If you include it, punish the player who does it.
How about if someone does "finish off" a downed enemy they lose 1 0r 2 points from their initial kill. You'd have to think about securing an area more, if there's no enemy in sight you'd leave the wounded to bleed to death.
I'd rather have all the enemy on the ground screaming for a medic than finish them off but the option would be sweet for some extreme situations, maybe.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 12:40
by Oldirti
NickO wrote:This will work great if you make it so that the medic kits disappear immediately after the medic dies.
Otherwise you will be forced to kill every single person in a squad or one of them will have 60seconds just to defib every person. How will it work to play sniper now when if you kill the medic they can just smoke the whole map and then revive him by stealing his kit. It is unrealistic already that a soldier just learns in the process of half a second how to revive and bandage another soldier back to life but now this will happen all the time. It will basically be the same as it used to be with spawning on the squad leader only that rounds will last alot longer due to the fact that the tickets wont drain.
I havent even gone into how unbalanced this will be against the milltia faction who dont even have medics. They wont have any chance at all now to win because most of the time the infantry which you kill will just get revived. Fools road will be 10x more unbalanced than it is now unless you put a real army into that map instead of forcing the Milltia to play against a real army on a huge map where they have scopes and defibs and the millitia dont. The Millitia are only effective on smaller maps where there is 95% CQC unlike Fools road where they have no chance and they will have alot less of a chance now. Fuzzhead you are part of the PRT and you have seen twice now how unbalanced fools road is to the british side just because of the facts that they have defibs which save around 50 tickets a round (probably over 100 now) and the scopes which pwn the millitia iron sights any day.
I mean even to the most veteran players it is very rare that you come up on an enemy squad and you manage to wipe out the whole squad so that there isnt a single guy left who could (after these changes) just hide for 30 sec or so and then nick the medic kit and get reviving.
Just my opinion.
fantastic post man. It's true, but i think they're thinking of giving Militia defibs. This would also make it hell for an insurgent on albasrah.

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 13:01
by Spec
Is it possible to let a rifleman kit appear instead of the medic kit when a medic dies?
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 13:02
by Spec
(Cant edit, sorry for doublepost)
With rifleman kit i dont mean the one with ammo bag and grenades, just a kit with not more than a rifle, knife, binocs, field dressing and maybe somke grenades.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 13:04
by Smegburt_funkledink
I had an idea a while ago to prevent people from picking up medic kits who don't have the 'training' because as we know, the defibs represent the ability to revive atm.
Stock Kits:
https://www.realitymod.com/forum/f18-pr ... -kits.html
What if that worked?
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 13:12
by Spec
Though then the medic kit should be requestable at rally points so the medic player can get his kit back.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 14:17
by Doc_Markus
As I often play medic, I really like this.
Although I hope that I will not see an increase in headshots. I feel that too many players go for headshots (b/c they are 'leet') even now, and if this will be a way to circumvent the longer downtime, maybe the inclination will be even bigger.
I'd rather like to see an headhotted guy being revivable too.
And now please don't argue about realism...
On another note I'd really hate to see people shooting downed players to prevent them being revived. This would really promote a style of playing and a kind of players I don't like.
If you want to prevent the downed soldier to be revived, go to his place, *clear and secure the area* and check his condition.
Maybe you could implement arresting downed players (like a civvie)? I'd like to see that, although I dont like the knifing aspect...
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 14:26
by Rudd
Doc_Markus wrote:
Maybe you could implement arresting downed players (like a civvie)? I'd like to see that, although I dont like the knifing aspect...
thats not a bad idea.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 14:27
by marcoelnk
NickO wrote:This will work great if you make it so that the medic kits disappear immediately after the medic dies.
Otherwise you will be forced to kill every single person in a squad or one of them will have 60seconds just to defib every person. How will it work to play sniper now when if you kill the medic they can just smoke the whole map and then revive him by stealing his kit. It is unrealistic already that a soldier just learns in the process of half a second how to revive and bandage another soldier back to life but now this will happen all the time. It will basically be the same as it used to be with spawning on the squad leader only that rounds will last alot longer due to the fact that the tickets wont drain.
I havent even gone into how unbalanced this will be against the milltia faction who dont even have medics. They wont have any chance at all now to win because most of the time the infantry which you kill will just get revived. Fools road will be 10x more unbalanced than it is now unless you put a real army into that map instead of forcing the Milltia to play against a real army on a huge map where they have scopes and defibs and the millitia dont. The Millitia are only effective on smaller maps where there is 95% CQC unlike Fools road where they have no chance and they will have alot less of a chance now. Fuzzhead you are part of the PRT and you have seen twice now how unbalanced fools road is to the british side just because of the facts that they have defibs which save around 50 tickets a round (probably over 100 now) and the scopes which pwn the millitia iron sights any day.
I mean even to the most veteran players it is very rare that you come up on an enemy squad and you manage to wipe out the whole squad so that there isnt a single guy left who could (after these changes) just hide for 30 sec or so and then nick the medic kit and get reviving.
Just my opinion.
200 % true
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 14:32
by Doc_Markus
I'd like to add: Please make sure that punishments (like after a teamkill, killing a civvie,...) dont prolong your downtime. Or rather such actions lead to a complete loss of downtime.
And if you really want to add the ability to shoot an downed player (in extreme situations, like Smeg wrote), give them a warning and severe punishment like a teamkill or even worse, not simply a deduction of points (who cares about them anyways?).
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 16:19
by dbzao
Doc_Markus wrote:Although I hope that I will not see an increase in headshots. I feel that too many players go for headshots (b/c they are 'leet') even now, and if this will be a way to circumvent the longer downtime, maybe the inclination will be even bigger.
Read the post. It's not longer downtime. Yes, you can stay down for long or you can give up and go to the same spawn time as if you were headshotted in the first place. It's the same time.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 16:31
by Doc_Markus
[R-DEV]dbzao wrote:Read the post. It's not longer downtime. Yes, you can stay down for long or you can give up and go to the same spawn time as if you were headshotted in the first place. It's the same time.
Understand my post.
I thought it would be most obvious that I do not mean that players would intentionally headshot *themselves* to shorten their downtime. I have yet to see one headshooting oneself *in PR*.
I meant players would be inclined to aim for the head of an enemy even more often, *if* this insta-kills the enemy and prevents him from being revived.
And I would not like everyone aiming for the head all the time.
Ok?
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 16:52
by KP
00SoldierofFortune00 wrote:That's what I was thinking. The US or probably any country is supposed to care for the down or wounded, even if they are enemies. I think this would work if a squad was clearing a room and put some in the enemy as he was going down, but if he just comes across an enemy downed, how exactly is that realistic?
Have you read
House to House by David Bellavia? He's not a good writer, but it's a good read anyway. According to him, the US Army lads put quite a few rounds into downed insurgents, just to make sure.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 17:18
by bosco_
Doesn't mean that's the normality.

Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 17:49
by Spec
Doesnt mean its "allowed". Players would do it too, and get a longer spawntime and some minus points. Just like in real life, you can do it, but shouldnt do it.
It could even be made possible to revive a fallen enemy, but this enemy would then get an empty kit with only a field dressing to stop a the bleeding a bit and fall back to his rally point - that would give the medic some extra score and a reduced spawntime. (Or, if thats not possible, give the player who gets revived and shoots the medic a huge spawntime penalty and instant death)
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 17:56
by Smegburt_funkledink
I like the idea of this 'variable' spawn time, kinda showing the downed player trying to stay alive or simply give up.
Hows abouts, Spawn times kept as they are without any change until you click..."medic!" then +10 seconds to your spawn time. You can only shout out every, say, 8 seconds or so 3 times after you're initially downed. The "give up" option is only given when you've bought more time.
This may seem kinda pointless but it might lessen the number of people that freak out at this new spawn time system and gives you 1 more thing to do when looking at the black screen of death.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 19:45
by PFunk
'[R-MOD wrote:KP;692122']Have you read House to House by David Bellavia? He's not a good writer, but it's a good read anyway. According to him, the US Army lads put quite a few rounds into downed insurgents, just to make sure.
Insurgents aren't people! Or at least they're not technically combatants... apparently. See the thing is that they are an enemy so dangerous that they need to be shot twice just to be safe... but they're not protected by laws we're supposedly fighting to protect cause of technicalities....
But then thats probably more realistic than the laws that we're thinking about incorporating into it.
Lets face it. Any actual rules or laws that govern war are unapplicable in a game that doesn't recreate the long term consequences that a
career soldier would face.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 20:18
by Tirak
That's punishing SAW Gunners and Grenediers if you lose points for shooting downed enemies. The operative word for SAW Gunners is Overkill, they put lots of rounds into people, and although the opponent may go down after two or three, in a sustained burst, he'd be getting punished all the time, and Grenadiers area of effect attacks would mean the same thing.
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 20:22
by Spec
Then the effect could be disabled for grenades and for hits that go into someone only a few seconds after he went down. Maybe also disable it for SAW's, since they are pretty limited.
You "could" also ask the player if the punishment was justified, but then you'd need mature players...
Re: [Gameplay] Medics and healing dynamics
Posted: 2008-06-04 21:10
by dbzao
Sgt.Smeg wrote:I like the idea of this 'variable' spawn time, kinda showing the downed player trying to stay alive or simply give up.
Hows abouts, Spawn times kept as they are without any change until you click..."medic!" then +10 seconds to your spawn time. You can only shout out every, say, 8 seconds or so 3 times after you're initially downed. The "give up" option is only given when you've bought more time.
This may seem kinda pointless but it might lessen the number of people that freak out at this new spawn time system and gives you 1 more thing to do when looking at the black screen of death.
We considered that, but there might be problems with this idea. I know I have a reason, but I can't remember it right now.

I will take a look again later.