Spawns/Medics/Fear
Posted: 2008-04-30 01:50
Ok, after reading some suggestions that are being viewed individually I think someone needs to bring them together.
A)Remove the ability to spawn at Rally points because it detracts from the game, turning it into a hunt for the RP game.
Trade off would be the beginning of round spawns staying in, because technically say on Assault on Mestia, the Militia live in the area, so they would be at the tower areas, becasue technically they everywhere.
B) Take away the first aid bag from medic. The way the game is simulating now, it's like you're doing a complete surgery and recovery, and might as well not have been shot at all, except for a bruised ego.
Trade off is giving the medic a scoped rifle, as his first job is to be a soldier, until he needs to patch up a wound. He is trained first as a soldier, than afterwards as a medic (check out training for the game Americas Army). You can "revive" team mates, but instead of having defibrillators, he has a syringe with a pain killer, dulling the pain, and getting him to say 25% health so that he can be somewhat effective in fighting enemy, but he is no longer able to be 100%.
C) with A and B said, I can now mention making a player value his life. As it stands now, he is pretty careful, but will do some silly things ingame, because he knows that 20m behind him is his rally point and he can spawn right there in 10 seconds so he doesn't worry too much. Without ability to fully heal, and spawn right in the thick of things, this will make people actually think before running into that room that he saw some guy go into. This way it's more realistic, because every time a soldier is killed, they have to bring reinforcements up from a reinforcement depot, which takes time. So if you lose all your men at a place like the train depot on fools road. YOu can't just spawn 30 seconds walk from it and continue defense. If you lose that place, unless you get reinforcements in to counter the enemy before they capture the area, you lost it
D)Addition in a quote
Now alot of people will whine, you just did a big resuggestion, but I'm looking at the big picture. When you see the thread for scoped medic rifles, you dont think it's a good idea if your an experienced guy who knows all the ins or outs of the mod. Its the same with the removal of the RPs and all that, and the making players want to survive. When looked at individually they might or might not be accepted, but if viewed at once they might make sense and be accepted.
A)Remove the ability to spawn at Rally points because it detracts from the game, turning it into a hunt for the RP game.
Trade off would be the beginning of round spawns staying in, because technically say on Assault on Mestia, the Militia live in the area, so they would be at the tower areas, becasue technically they everywhere.
B) Take away the first aid bag from medic. The way the game is simulating now, it's like you're doing a complete surgery and recovery, and might as well not have been shot at all, except for a bruised ego.
Trade off is giving the medic a scoped rifle, as his first job is to be a soldier, until he needs to patch up a wound. He is trained first as a soldier, than afterwards as a medic (check out training for the game Americas Army). You can "revive" team mates, but instead of having defibrillators, he has a syringe with a pain killer, dulling the pain, and getting him to say 25% health so that he can be somewhat effective in fighting enemy, but he is no longer able to be 100%.
C) with A and B said, I can now mention making a player value his life. As it stands now, he is pretty careful, but will do some silly things ingame, because he knows that 20m behind him is his rally point and he can spawn right there in 10 seconds so he doesn't worry too much. Without ability to fully heal, and spawn right in the thick of things, this will make people actually think before running into that room that he saw some guy go into. This way it's more realistic, because every time a soldier is killed, they have to bring reinforcements up from a reinforcement depot, which takes time. So if you lose all your men at a place like the train depot on fools road. YOu can't just spawn 30 seconds walk from it and continue defense. If you lose that place, unless you get reinforcements in to counter the enemy before they capture the area, you lost it
D)Addition in a quote
Id say this is a great idea myself, makes so much sense. Just the LAT keeps a scope because the LAT is used for bad situations, and most of the time the guy is engaged with other riflemen, and maybe give the grenadier a scope, because of the same reason.MarineSeaknight wrote:The solution? Add scoped rifles for the kits you always need in an infantry squad like Medic and Ammo... and Take/Keep away scopes from limited kits like L-AT, H-AT, AA, Grenadier, who already possess special kill abilities of their own. This way, it still balances out gameplay and doesn't hurt the all-important spawn-in kits that you need to keep a squad running.
Now alot of people will whine, you just did a big resuggestion, but I'm looking at the big picture. When you see the thread for scoped medic rifles, you dont think it's a good idea if your an experienced guy who knows all the ins or outs of the mod. Its the same with the removal of the RPs and all that, and the making players want to survive. When looked at individually they might or might not be accepted, but if viewed at once they might make sense and be accepted.