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Healing procedure.....
Posted: 2006-02-03 20:50
by HolidayChef
Suggestions for healing procedures....
- Medic can heal wounded buddies only in "safe" outposts area or in friendly
vehicles.
- If you get hit (wouded), some of your buddies should carry you to the nearest
"safe" outpost / into the vehicle (HMMWV) where medic can heal you.
- "Healing" should last at least 30 seconds.
-EXTRA POINTS for carrying buddies!
Posted: 2006-02-03 21:02
by Resjah
HolidayChef wrote:Suggestions for healing procedures....
- Medic can heal wounded buddies only in "safe" outposts area or in friendly
vehicles.
- If you get hit (wouded), some of your buddies should carry you to the nearest
"safe" outpost / into the vehicle (HMMWV) where medic can heal you.
- "Healing" should last at least 30 seconds.
-EXTRA POINTS for carrying buddies!
but what about combat medics that can heal you in the field?, but if its something major, then yeh you should be brought back to somewhere where you could be healed, combat medics arent surgeons, so the medics should be able to treat only certain damages while if the person is severly injured, the combat medic should just be able to patch you up so you wont bleed to death, then its off to the nearest "safe outpost.
Posted: 2006-02-03 21:18
by HolidayChef
You are absolutly wright...
But in the BF2 outposts are always near frontlines.
All casualities should complete "healing" procedure (30 seconds) in a safe area.
What I would like to see in BF is just a little bit reality in "OK BUDDY GO BACK IN THE FIGHT" procedure.
Posted: 2006-02-03 21:18
by Martini
Pretty good idea, but I think it would be a little to complicated to keep the gameplay fun when there is only a handfull of people on the server. JMO
Posted: 2006-02-03 21:33
by Evilhomer
Having people carry people is impossible in BF2 (I know even with ragdoll physics). A longer procedure other than shock paddles is a good idea though, I agree on that.
Posted: 2006-02-03 21:58
by Sgt. Jarvis
Take out the medic completely...
Posted: 2006-02-03 22:06
by Tzefanya
How about only allowed the medic to do the following:
A) Heal you to 85% health if you at or above 60%
B) Heal you to 60% if you are below 60% but not bleeding.
C) Stop bleeding if you are bleeding with no healing.
Posted: 2006-02-03 22:27
by dawdler
Tzefanya wrote:How about only allowed the medic to do the following:
A) Heal you to 85% health if you at or above 60%
B) Heal you to 60% if you are below 60% but not bleeding.
C) Stop bleeding if you are bleeding with no healing.
Eh? What would stop the medic from first fixing the bleeding, then healing you to 60% and then healing you to 85%? Seems to me that the same effect would be achieved by simpling healing you
Personally I still think the medic should function exactly as he does now, only be unable to heal himself and toss packs.
Posted: 2006-02-03 22:40
by Tzefanya
Well, there has to be a way for it not to adjust up to the next level up... Say this:
A) Heal you to 85% if at or above 60%.
B) Heal you to 59% if at or above bleeding + 1%.
C) Stop bleeding with no healing.
That severely limits the medics effectiveness but still makes them useful.
Posted: 2006-02-03 22:42
by beta
I think Medics are a little too powerful. Perhaps have bandages and the "medpack".
The bandages stop the bleeding (can be used on yourself), the Medic has a bunch of these, like 20. Then have the "medpack" which heals up to 50% life (or just before bleeding), anything after that must be healed at a medical centre, be it a building, truck, or whatever.
The whole point is to make the healing process take longer and be more complicated.
The defibulators are a good idea, and should be used to bring back unconcious soldiers (unrealistic, but good gameplay), but only at very low health, something like 10%. This way, they must be defibbed, bandaged (to stop the bleeding, can't heal someone who is bleeding), and then healed. If they want full life, they must go to a "hospital", a good way to implement support units (medical jeeps, etc.)