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First Aid & Health / Mechanics & Repair / Bars & Game Play

Posted: 2007-10-16 10:22
by ALPHA-WOLF
Was going to reply to this thread by 77SiCaRiO77 but it got me thinking about another way, (did search, couldn’t find it)…
https://www.realitymod.com/forum/healt- ... 29649.html a few more people left replies on thread along the same train of thought whilst writing this.

First Aid & Health / Mechanics & Repair / Bars & Game Play

I’m in two minds about this whole visible health and repair bar lark…
Lets face it you wouldn't know if you have repaired or healed someone or something 100%, but you do know when something is working and also, know where about you or they've been hit and if they were fit enough to carry on.

They had body hit recognition on the likes of UrT etc but I don't think this engine has that, does it? (It would be cool if it did, just imagine crouching down at the back wheel of a landy because that’s where it was bust, or limping soldiers etc with blood trails)

In the reality vehicles and people would either be fixed on the field or recovered and taken back depending on damage….



Project Reality Check (if engine, code and interface allows)

1. Will make players more cautious with there lives and vehicle
2. Will add an extra playing style to the hot zone maps (no main base etc)
3. Increase and alter the role of medic and mechanic


Vehicle repair
Because vehicles may need new parts depending on damage etc, I suggest a more realistic approach. There should be stages of reparability –

0 – 30% un-repairable
30 – 100% can be repaired by repair truck driven by mechanic or supply drop
70 – 100% can be repaired by field mechanic with spanner.
(For repair truck - use normal support truck model with say a spanner symbol on side)

Maybe instead of the repair bar graphic, a message would show "Repaired" when 100% is reached (to save people standing there needlessly
(This message would only show to the mechanic)


Health & first aid
Because humans are a little different, (you can’t just bring a spare kidney out for someone) I suggest a more realistic approach…

0 – 20% un-healable
20 – 100% healable at main base, command bunker or medic station (so hot zone maps without them… tough! should have protected your life more)
20 – 100% first aid truck or jeep driven by medic – bleeding and health drop can be stopped, also slowly adds up to 20% health gain
50% - 100% medic bag - bleeding and health drop can be stopped by medic bag, also slowly adds up to 20% health gain
80% - 100% bandage - bleeding and health drop can be stopped by bandage

Maybe Get rid of the shock paddles, once you're dead, you're dead!
or
If shock paddles stay – it brings life back to 25% (just above un-healable or in drunk state) they will need to be picked up by first aid truck, driven or air lifted to main base, command bunker or medic station immediately.

Maybe when the medic uses his medic bag on another player, a status graphic would show instead of the health bar graphic… when the health has reached certain %
i.e. when players health is below 50% a graphic would pop up instead of health bar, saying something like “Get casualty to first aid station immediately”… when players health is below 20% “This soldier’s health is un-treatable”… when players health is 50% to 99% “This soldier needs treatment”… and 100% “This soldier is fighting fit, tell him to stop being such a big girls blouse!”

(This could also maybe work for the mechanic i.e. mechanic holds spanner to jeep, jeeps health is below 70% - “This vehicle needs parts”… if the jeeps health was below 30% - “This vehicle is un-repairable” etc)


(Shame the engine doesn’t allow the wounded to be carried or dragged)

Posted: 2007-10-16 10:59
by MAINERROR
ALPHA-WOLF wrote:20 – 100% first aid truck or jeep driven by medic – bleeding and health drop can be stopped, also slowly adds up to 20% health gain
?? How should a medic drive and heal your wounds ?? :shock:

Posted: 2007-10-16 11:09
by ALPHA-WOLF
Yeah I thought the jeep or truck would need crew to drive whilst medic treated the patient (like the whole tank crew thing)
Just didn't include, wasn't sure if that was just too much, but then, I guess it works for the whole APC tank thing ;)

Posted: 2007-10-16 11:33
by Rachio
nah the whole thing about medic wouldnt work cause not that many people care about you when your dying exept for a squad but yea if they did add the medic vehicles and stuff i think im reenlisting for medic instead of dm lol

Posted: 2007-10-16 11:45
by ALPHA-WOLF
lol yeah scrub up! ;)

I have to disagree though, I personally think it's just the vanilla arcade kangaroo jumping noob bods that don't care about the injured (also vehicles, civies, TKs and squads) its all that vanilla EA score ranking which has been brain washed into them that does it...

They soon leave or fall in line though...

Posted: 2007-10-16 12:17
by Warmagi
Too complicated system. Need to include to many ppl and resources into procces. Good ideas, nice, realistic outcome, but... Final outcome of implementing it in a game would be as follows:

Medics would heal only ppl that can be healed by medpacks or not at all cause there wouldnt be any to do it.

Heavy equipment would be single use - go, kill as many as u can abandon damaged vehicle. Thats my opinion.

As much as I would like to see everything working as it works in a real army thing it wont happen. First is engine, second are ppl. Cmon how often do u see for example squads moving from point to point in formation? Like wedge, line, echelon? Or maybe have u seen 2 squads cooperating? One is moving another one is covering, when the first stops its saying "okay" thats mean everythin is ok, its clear, then the other one starts moving while first its covering their movement.

BF2 was an arcade game and how much we would like, it wont be an army simulator :(

Posted: 2007-10-16 13:14
by ALPHA-WOLF
Warmagi wrote: BF2 was an arcade game and how much we would like, it wont be an army simulator :(
Do you think most people play it vanilla style or do they play it PR style?

I agree that the un-repaired vehicles would be left if taken with the vanilla style of play, but that would soon come back on them 10 fold when they have to tab half way across the map

I’m not saying there needs to be torniques and drips… PR is already doing a good job pushing the boundaries from the arcade style of BF… always room for a little more

In which way will the engine not work… health drain? notification?

Posted: 2007-10-16 13:54
by zardez
hmm imo this will make the game too slow and people will not be revived, i would rather wait the 30 secs get a death to my name than get medivact and wait for how long? plus it would suck to be driver, i think the way the medic works now is fine, i reckon they need to be working on combat not the medic

Posted: 2007-10-16 16:46
by AnRK
I can't be arsed goin into the rest of it at the moment but the bar is a good thing. It's not like you can really tell how far something's come along anyway unless you look very close, but maybe that's just my imagination that the bars filling up... anyway if it does, then to an extent it simulates how much attention you'd have to pay to something like repairing a tank or healing someone, to see how far along you were.

Posted: 2007-10-16 17:35
by Fernavliz
It is posible to make the healing/repair bars to have 2,3 blocks instead of that many blocks the bars have in vbf2(I don´t know how many there are)?

Posted: 2007-10-16 21:09
by DarkTalon
I like this point of no return idea. but it might be a little too strict, i think ANYTHING should be repairable/healable at the main-base, that way we might actually see strategic withdrawals/retreats.
I.E.
Abrams crew hit by T-90, alarm goes off, crew knows that the engineer on the 50. can't do much, the support truck can't do much either, so the abrams hauls back to base, gets on a repair pad, waits 2-3 minutes then head back into the fight.

Posted: 2007-10-16 23:17
by CAS_117
Well I think the healing system needs to be reworked pretty considerably. Right now, you shoot a guy and a couple things happen.

1. He turns around, goes prone and kills you.

2. After landing 1-3 rounds, he may or may not be dead. So he goes to get a medic voila, he's off to get a sniper/marksman/specops kit! I think getting shot should be rather permanent.

Instead of having medics just running around the field able to fix any manner of wound, from falling 2 feet and bleeding out to getting killed by an artillery round, revived and fixed in 1 minutes, the commander should have a deployable medical tent thing where you can heal wounds by standing inside (after a few seconds delay to prevent it from becoming a rather interesting exploit.). Also, medics shouldn't be able to heal fully. They should just try to keep the guy alive till medivac arrives. Bleeding should be instant and after he takes 50% damage, he should be needing serious medical aid. This will:

A) prevent leaping, proning, homo-medic dogpiles ala VBF2.

and

B) Will represent the fact that bullet wounds are not good, and that sustaining hits shouldn't be a legitimate strategy for an attack. So no more running at someone full auto and getting medic'd throughout the round. This is especially prevalent now that the 5.56mm are more likely to wound than kill. So make wounding a harsher reality and less of an inconvenience.

Posted: 2007-10-17 08:13
by ALPHA-WOLF
zardez wrote:i would rather wait the 30 secs get a death to my name than get medivact and wait for how long? plus it would suck to be driver
See, now that’s exactly the train of thought that made me stop play Vanilla BF2 completely.

I am one of those people who like to pretend my game life is precious and rather than keep throwing myself at a target, stick with the squad (public or not), take caution and plan an attack before sprinting half way across the battlefield and have to wait 30 or more seconds before I get a new life.

I remember a game mode I used to play in UrT called survivor, where you would get 1 life the entire 15 min round, once you was dead you was dead and had to just watch the rest of the game. It was such a breath of fresh air from the constant kill, die, kill, die frag games. Now I know this kind of game mode wouldn’t work in PR (well, unless it was short 15min rounds in say a map like Streets). But it was the way it made you feel, you would be so cautious about your life, you would feel the hairs stand on the back of your neck as you crept around a corner, you heart would be jumping through your chest because you didn’t want to die…
I was hooked…

I love the longer spawn times in PR, but don’t know if anyone else feels the same way, it’s almost like people get used to them?…

I hate the whole kill/death ratio, it puts such a weight on the team play environment

“medic!!!!”
“Sorry mate got to kill as many people as I can to be top of the board!!!!”


That is sooooo far from reality it is unbelievable!

After landing 1-3 rounds, he may or may not be dead. So he goes to get a medic voila, he's off to get a sniper/marksman/specops kit! I think getting shot should be rather permanent.
That’s exactly my point of view, ok you can’t have people sitting out the rest of the round cus they’re dead.

But the way the medic works at the moment is almost like finding a special 1up icon or a bottle of purple potion…

And yes there is always the threat of people hiding in buildings (like guy on private ryan) because they really don’t want to loose their life but hey reality



Plus
I would love to ride in the back of a humvee or landy model kitted out with drips hanging down, medic boxes and blood stained floors ;)
(Just wondering if any modelers out there could give me info on this? is it possible to have a static medic soldier model fixed within the humvee model, not Ai or controlled by player, it would just be a moving part of the humvee model, just sat there pulling faces and stuff?)

Posted: 2007-10-17 09:02
by blud
ALPHA-WOLF wrote:I remember a game mode I used to play in UrT called survivor, where you would get 1 life the entire 15 min round, once you was dead you was dead and had to just watch the rest of the game

...the way it made you feel, you would be so cautious about your life, you would feel the hairs stand on the back of your neck as you crept around a corner, you heart would be jumping through your chest because you didn’t want to die…
I was hooked…
Well actually the rounds in UrT were only between 3 to 5 minutes long, and usually don't last that long because everyone on one team dies before the round is over. But yeah, you cannot capture the awesomeness of a single life game mode in a respawning game mode, which is all PR has. For me, single life game modes are about your life, and the life of your team (squad). Respawning game modes are about the mission and the objective.

Your life is virtually worthless in PR, all that matters is how effectively you are using your life to achieve the objective. The interesting thing is that sometimes that means creeping around and hiding, and sometimes yeah, it means running as fast as you can through enemy fire and being prepared to sacrifice your life for the chance to help your team. Knowing when to do which is what makes the difference between a really good PR player and a PR player who is really only doing half as much as he could be for the team.

Posted: 2007-10-17 09:24
by ALPHA-WOLF
Your life is virtually worthless in PR
Nice spin on words ;)

Nah I remember them longer than 3 mins? :roll:

Posted: 2007-10-17 16:44
by ALPHA-WOLF
ALPHA-WOLF wrote: (Just wondering if any modelers out there could give me info on this? is it possible to have a static medic soldier model fixed within the humvee model, not Ai or controlled by player, it would just be another moving part of the humvee model, just sat there with face movement etc?)
Anyone?