Medivac and MASH
Posted: 2008-07-25 00:29
Well this is my first post here and I'd like to start by saying hello to the community, this mod is above and beyond my expectations and I look forward to playing with you all. And now for my suggestion:
I'd like it more if soldiers couldn't, no matter how many medic's are present or field dressings are used never reach perfect HP. I'd think that the first time you are "shocked" or brought out of a bleed out state, they should only be able to treat them to 90% HP and then they can continue fighting, but only at that level of HP, no more.
However, each time the solider receives medicare after bleeding out in the field or being "shocked", another 10% of total HP is lost. So every time you revive or stabilize the soldier they lose more HP, down to a maximum of 50%. If they are "shocked" again after reaching 50% max HP then bleed out occurs and it is irreversible until a MEDEVAC is performed. Note that as long as a medic is in healing range the bleed out stops, but once they leave the Medic's healing range the bleed out returns (also be aware that you are extremely weak at this point and can't take more than two regular bullet hits, and any other kind of bullet only needs on hit ie. 50cal, sniper, marksman, etc). The only way to bring them up to 100% is to move them to the main base or a MASH (MASH explained later) where more medical supplies are available.
Also, how about if the supply truck/APC/car could also move wounded or critical allies to the main base or a MASH that is created by the commander. Or possibly, if the map has transport choppers, you can load a wounded solider into the back and the medic has to accompany them to the MASH or Main Base (to keep the solider from dying on the trip), this will also go for the land vehicles.
Now to go into more depth for the MASH. It would have similar restrictions as other commander builds (certain distance from base, supply truck needed, needs to be built from foundation, etc). It would have tents spread out and a helipad to land wounded on and also room for at least 2 supply trucks plus the one helipad. You would have to move the wounded into one of the tents where only a medic class can request the MASH Medic Kit(no limit on this kit, but if you leave the MASH or the Main Base in this kit you will receive a deserter warning message). Once you have picked up this kit you only have the Morphine syringe(i was beginning to think this was impossible, but with the new of the epipen possibably being added for V0.8 i think it could still work), medic pack, and paddles (just in case he dies while in bleed out on the way to the tents), the Morphine syringe would be injected first then the medic pack would be used to return to full HP then the solider is sent on his way by heli, or waiting ground vehicle. Perhaps a couple of turrets can be placed around to better defend it. The MASH tents would also allow solider's in the worst possible condition to stop bleed-out as long as they are in the tent (medic is no longer needed to be healing him once he enters). The Main Base MASH would have a similar set-up inside base.
So this was kinda rushed so it far from perfect and I'll be changing it as things come to me, hope you all like it.
P.S. I was unable to find anything similar to this on the board, but if for some reason I missed it and took your idea, I apologize.
An Alternative Suggestion by Ghoststorm11
I'd like it more if soldiers couldn't, no matter how many medic's are present or field dressings are used never reach perfect HP. I'd think that the first time you are "shocked" or brought out of a bleed out state, they should only be able to treat them to 90% HP and then they can continue fighting, but only at that level of HP, no more.
However, each time the solider receives medicare after bleeding out in the field or being "shocked", another 10% of total HP is lost. So every time you revive or stabilize the soldier they lose more HP, down to a maximum of 50%. If they are "shocked" again after reaching 50% max HP then bleed out occurs and it is irreversible until a MEDEVAC is performed. Note that as long as a medic is in healing range the bleed out stops, but once they leave the Medic's healing range the bleed out returns (also be aware that you are extremely weak at this point and can't take more than two regular bullet hits, and any other kind of bullet only needs on hit ie. 50cal, sniper, marksman, etc). The only way to bring them up to 100% is to move them to the main base or a MASH (MASH explained later) where more medical supplies are available.
Also, how about if the supply truck/APC/car could also move wounded or critical allies to the main base or a MASH that is created by the commander. Or possibly, if the map has transport choppers, you can load a wounded solider into the back and the medic has to accompany them to the MASH or Main Base (to keep the solider from dying on the trip), this will also go for the land vehicles.
Now to go into more depth for the MASH. It would have similar restrictions as other commander builds (certain distance from base, supply truck needed, needs to be built from foundation, etc). It would have tents spread out and a helipad to land wounded on and also room for at least 2 supply trucks plus the one helipad. You would have to move the wounded into one of the tents where only a medic class can request the MASH Medic Kit(no limit on this kit, but if you leave the MASH or the Main Base in this kit you will receive a deserter warning message). Once you have picked up this kit you only have the Morphine syringe(i was beginning to think this was impossible, but with the new of the epipen possibably being added for V0.8 i think it could still work), medic pack, and paddles (just in case he dies while in bleed out on the way to the tents), the Morphine syringe would be injected first then the medic pack would be used to return to full HP then the solider is sent on his way by heli, or waiting ground vehicle. Perhaps a couple of turrets can be placed around to better defend it. The MASH tents would also allow solider's in the worst possible condition to stop bleed-out as long as they are in the tent (medic is no longer needed to be healing him once he enters). The Main Base MASH would have a similar set-up inside base.
So this was kinda rushed so it far from perfect and I'll be changing it as things come to me, hope you all like it.
P.S. I was unable to find anything similar to this on the board, but if for some reason I missed it and took your idea, I apologize.
An Alternative Suggestion by Ghoststorm11
ghoststorm11 wrote:Perhaps a new revive technique is in order. Maybe, like the vehicle repair stations added in 0.85, we should have a medic humvee or blackhawk. We should also limit the amount of medics that are avaiable. Maybe 3-5 per team. I suggest that players may be revived on the field with about 3% health. Then they can use there field dressing for 28% health. Then, they must be escorted off the field to a medic tent (maybe add it to the list of assest you can build at outposts). Alternatively, a medical humvee or blackhawk could decrease the bleed out rate exponentially, and take you to a medic tent (It will take you five to 6 minutes to die inside the vehicles). I also think combat medics should be able to give moprhine. This would slow down the rate at which you die.
Ex: (Medic 1 revives player x. Player x uses his field dressing and has 28% health. The normal rate of health decline is 1% per five seconds. This would give a person 140 seconds to get to a med tent. However, if the medic gives the person a shot of morphine, the bleed out rate would be increased to 1% health loss per 10 seconds. Giving total of 280 seconds to get to a health tent. Of course, the more morphine you give, the more bleed out time will be given until saturation of morphine has occurred in which the player overdoses and dies [which would happen in real life]. Now, during this time, a med humvee with could come pick player x up. Player x has a health of 20%, and that health is very slowly lost [because he is in the humvee + the morphine]. The player gets dropped off at a medic tent and is healed in about 3 minutes.)
This would make it so people cannot rambo their way into the action, and people will feel an urgency to stay alive. I dont know if this is hardcoded, but this may solve the excessive medic problem.
The problem I forsee with this, is that people could just die and respawn. Maybe a removal of rally points would make it so people would want the medic to heal them. Alternatively, making the respawn timers long (5 mintues) would reduce this. Of course, this is unfeasible. However, the addition of this type of medical structure + longer respawn time would do two huge changes to pr gameplay.
1. INF squads would be more careful to move and stick together. Transportation of INF squads would become crucial. You would need good pilots or drivers (if you move by vehicles) to transport them. Teams would then decide to move in convoys to reduce transportation casualties. INF squad movement would feel more incentive to move with APC or Tank protection instead of a lone transportation truck that can be easily picked off. Pilots and APC crewmen will think about where they should fly/drive and deliver the infantrymen. The infantry men would carefully pick a spot for the transportation to pick them up. Thus making strategy and logistics a huge part of this game.
2. Medic transportation and use would become paramount. The medics would be very busy, and this could help overall structure of the game. I.E. The medics need to stay alive, so a medic squad would consist of 1-2 supporting men + the medic for protection. This would give new resource and vehicle allocation to the game. Squads would think twice before laying a firebase. They would need to place it strategically so it is quick to get to, but not in harms way.
This is all just speculative. But it would indeed solve the medic problem.
P.S. This is going in the suggestion thread.
