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Medic kit dynamics
Posted: 2011-09-28 02:44
by malv
Make the medic kits non-transferable. It's ridiculous that one surviving squad member should be able to revive an entire squad. Or at the very least, give us a mechanism to make them dead dead.
Re: Here's an idea...
Posted: 2011-09-28 03:15
by goguapsy
I think it's fine as it is - a sweet spot between gameplay and lack-of-arcade.
Re: Here's an idea...
Posted: 2011-09-28 03:41
by rushn
well consider that once you grab that medic kit you wont be able to fight off and you will be busy reviving
plus wherever that medic got shot is where the kit will be thus you will be risking your life getting it
Re: Here's an idea...
Posted: 2011-09-28 10:31
by saXoni
Wrong section.
Re: Here's an idea...
Posted: 2011-09-28 13:59
by =]H[=TangFiend
I think this mechanic may be a bit unrealistic and silly but gives a reason for squaddies to try to hold out and not just jam the give up button the second they go down. I know I do it sometimes, but if I force myself to hang in there I can get through a round with a lot fewer deaths just by being patient.
Re: Here's an idea...
Posted: 2011-09-29 15:11
by Mikemonster
Go back to the .95 system and you'll have more squad comms, no Rambomedic and better CQB, but there's a thread for that.
Re: Here's an idea...
Posted: 2011-09-29 15:39
by karambaitos
'= wrote:H[=TangFiend;1673005']I think this mechanic may be a bit unrealistic and silly
because everyone is trained to be a medic in the military -_-
its not unrealistic at all, if anything its too realistic and thus a bit silly and it will make people hate playing as the medic even more, currently the medic is already a boring class to play.
EDIT: seems i didnt see a 'un'
Re: Here's an idea...
Posted: 2011-09-29 15:42
by goguapsy
karambaitos wrote:because everyone is trained to be a medic in the military -_-
its not unrealistic at all, if anything its too realistic and thus a bit silly and it will make people hate playing as the medic even more, currently the medic is already a boring class to play.
I think he means that the transferable kit mechanics is a tad unrealistic.
But bottom line is, no one in the military (at least that's what makes sense to me) is able to get a person who was blasted by several rounds or a grenade up and ready to go as if he didn't even have a scratch.
The point of the medic system is to ease-off gameplay. Think of it as a way to represent those extra soldiers you'd have in a squad, but cannot appear due to engine limitations.
Re: Here's an idea...
Posted: 2011-09-29 15:51
by saXoni
karambaitos wrote:Currently the medic is already a boring class to play.
That depends from person to person. I personally love to play as a medic. And I know a lot of other people who does.
Re: Medic kit dynamics
Posted: 2011-09-29 17:43
by Dunehunter
Moved the thread to the right forum, and banned the OP for unrelated reasons.
Re: Medic kit dynamics
Posted: 2011-09-29 19:46
by saXoni
I like it the way it is now, even though I see what he means.
If we want it as realistic as possible, you shouldn't be able to pick up the medic-kit, as not everyone is trained to give other soldiers aid (serious wounds).
Re: Medic kit dynamics
Posted: 2011-09-29 21:35
by Stealthgato
If we want it realistic the epipens would have to go.
Re: Medic kit dynamics
Posted: 2011-09-29 21:44
by saXoni
Stealthgato wrote:If we want it realistic the epipens would have to go.
That too. And we would need some field hospitals. And surgeons.
Re: Medic kit dynamics
Posted: 2011-09-29 22:43
by goguapsy
And hired hitmen so whenever you die in game, someone goes to your home and takes care of you. For maximum realism, I mean.
Re: Medic kit dynamics
Posted: 2011-09-29 22:52
by Stealthgato
I was actually being serious about the epipens. Would like to try some rounds like that.
Re: Medic kit dynamics
Posted: 2011-09-29 22:54
by goguapsy
Stealthgato wrote:I was actually being serious about the epipens. Would like to try some rounds like that.
Perhaps an event? Or beta test on a server?
How would you suggest the spawns worked?
That's something I'd definitely like to try. Will probably slow down gameplay even more than rallypoints did (well, not really, but still). I'd try that.
Re: Medic kit dynamics
Posted: 2011-09-30 01:27
by Redamare
:L hmm wonder what he did ... okay talking realism the main thing that would need to be changed is the amount of time after you get revived that you are mobile. Yes you are bleeding and need to get patched up but some one who is critically wounded probably wont want to get up and run around just after being resuscitated. There isnt much that can be done to the medic system as of right now.
AHHA . .. in REALITY REALITY lets see. . you get shot and you automatically get kicked from the server on account of receiving a purple heart

[USA]
'[ You have been kicked from the server on account you got shot by an instrument of war in the hands of an enemy as a consolation prize you have been awarded the purple heart for bravery, Now Go A Way ]'
Re: Medic kit dynamics
Posted: 2011-09-30 04:02
by Bluedrake42
guys guys guys... I'm pretty sure you can use incendiaries to make people dead dead. use it on downed enemy squad leaders for maximum effect =D
Re: Medic kit dynamics
Posted: 2011-09-30 05:36
by maarit
goguapsy wrote:
How would you suggest the spawns worked?
Spawns would be maybe something like this?
https://www.realitymod.com/forum/f18-pr ... tpost.html
just remove epiphens and add some evac feature.
when medic uses evac feature to the wounded,he will be able to spawn to FOB/Rally/main.
if wounded gives up...he is forced to spawn at mainbase.
Re: Medic kit dynamics
Posted: 2011-09-30 11:37
by saXoni
Bluedrake42 wrote:guys guys guys... I'm pretty sure you can use incendiaries to make people dead dead. use it on downed enemy squad leaders for maximum effect =D
I don't think you can do that anymore. You can, however, light up the body with 40mm/30mm.