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Defib or not defib...
Posted: 2005-07-28 06:20
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...
Posted: 2005-07-28 06:32
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..
Re: Defib or not defib...
Posted: 2005-07-28 07:03
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.

Posted: 2005-07-28 07:50
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.
Posted: 2005-07-28 08:42
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.
Posted: 2005-07-28 09:00
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?
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.
Posted: 2005-07-28 13:09
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.
Posted: 2005-07-28 13:45
by waffenbaum
How about an injection of morfine instead of the defibillators?
Posted: 2005-07-28 13:47
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.
Posted: 2005-07-28 13:50
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.
Posted: 2005-07-28 13:54
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!

)
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....
Posted: 2005-07-28 13:56
by waffenbaum
Naw naw, the morphine is just an excuse to shoot up drugs in the game.
Posted: 2005-07-28 15:33
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!

Posted: 2005-07-28 16:03
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.........
Posted: 2005-07-28 16:47
by BrokenArrow
lose the defibs.
Im not even getting into this morphine discussion.
Posted: 2005-07-28 18:44
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.
Posted: 2005-07-28 19:24
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.