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

Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Defib or not defib...

Post by Paladin-X »

...that is the question.

I know defibrillators are more of a gameplay thing than realism and in my own personal opinion I think they are a good addition to the game. However, what's good for Battlefield 2 does not necessarily reflect what's good for a realism mod.

It is your call though...
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Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

well i voted to remove it, what use would a severly wounded soldier need for it, and how the hell can a soldier get back up after sustainly such critical injury..
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Super62
Posts: 92
Joined: 2004-12-20 06:57

Re: Defib or not defib...

Post by Super62 »

[R-DEV wrote:Paladin-X]...that is the question.

I know defibrillators are more of a gameplay thing than realism and in my own personal opinion I think they are a good addition to the game. However, what's good for Battlefield 2 does not necessarily reflect what's good for a realism mod.

It is your call though...
Remove them, their isn't a piece of equipment in a regular medic or corpsmans bag that even resembles something similar. Although I do admit to using it alot in vanilla BF2. :wink:
keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

this is a tough one, see how it goes in the minimod, and if it really sucks not having a device to revive soldiers, then find a different way to revive them, adrenaline shots, or something.
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"This is my rifle, this is my gun. This is for fighting, this is for fun"
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GABBA
Posts: 633
Joined: 2005-05-16 16:00

Post by GABBA »

I say we keep them in. But it really depends on how far you guys want to go with the realism in this mod.
"Incoming fire has the rigth of way"...........

"never share a foxhole with anyone braver than you are"
BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

Lose them.
As has been said above, it's not very realistic for a severely wounded soldier to be magically restored to full health or rather fully combat capable.
The defibrillation (sp??) unit is not a magic wand that can cure serious injury. In fact, in game I have been repeatedly assaulted by medics using it as a weapon!!! wtf? :lol:

EDIT:
When a soldier is so wounded he needs to be revived, he is effectively out of the battle, if not the war, and should be considered 'dead', in game, rather than magically brought back to life.
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GABBA
Posts: 633
Joined: 2005-05-16 16:00

Post by GABBA »

*sigh* I think the defibrillators give the medic class another responsabillity to uphold. Without them then he's back too good old magic medic bag.
"Incoming fire has the rigth of way"...........

"never share a foxhole with anyone braver than you are"
waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

How about an injection of morfine instead of the defibillators?
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BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

As if the defibrillators aren't 'magic'?
There is no realistic way to have medics in this game. Except MAYBE with these medpacks and a delay while patching smaller wounds. After you're wounded enough that you can't move, in game, you should be 'dead' and have to either wait til the next round or respawn.
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waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Give them the medpack to stop bleeding, maybe patch them up to half life. And the morphine to provide a boost for downed, but not severely wounded troops.
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BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

waffenbaum wrote:How about an injection of morfine instead of the defibillators?
Yup, here's your friendly neigbourhood medic with the magic syringe to bring you back to health... (sorry couldn't resist! :lol: )
I don't see the point. really, if you're wounded enough to require morphine, you're combat ineffective and should be considered dead in game.

If you get only one life per round the medic could suddenly become quite useful... Patching up smaller wounds, keeping the troops in as good health as possible....
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waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Naw naw, the morphine is just an excuse to shoot up drugs in the game.
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BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

waffenbaum wrote:Naw naw, the morphine is just an excuse to shoot up drugs in the game.
Darn... Should've thought of that!
Devs, this is a go! :lol:
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GABBA
Posts: 633
Joined: 2005-05-16 16:00

Post by GABBA »

That's so true. If you want to take realism to the MAX!!!! then you'll have to get rid of the magic medic bag.

But that morphine shot does sound tempting.........
"Incoming fire has the rigth of way"...........

"never share a foxhole with anyone braver than you are"
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

lose the defibs.

Im not even getting into this morphine discussion.
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BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

I'd rather see them go alltogether but I think I can live with a compromise such as Solodudes.
For now, at least.
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

oh solo i meant in the full version of PR, in PRMM, let them stay, they help teamwork even though they are unrealistic. for PR full version we need an alternative, but revives need to take longer and leave them with less health. also the magic medic bag needs to be replaced by, say, and animation of bandaging. but if other troops carry medkits, medics should be able to drop other medkits to resupply them... if this is possible i think its best.
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