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Medivac and MASH

Posted: 2008-07-25 00:29
by Dude388
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
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.

Re: Medivac and MASH

Posted: 2008-07-25 00:38
by akatabrask
Hi and welcome to the forums.

Like your idea as it replicates reality but tbh I thinks its to much overkill. I cant see any reason to why letting the rare medic and a soldier waste a 5 minutes for something you easily solve by just dying for 30 seconds.

Re: Medivac and MASH

Posted: 2008-07-25 00:39
by RCMoonPie
I would like to welcome you to the forums!

I also would like to invite you to learn about our search function.
It lets you do a search to find subjects and threads that have already been suggested.

Welcome!

Re: Medivac and MASH

Posted: 2008-07-25 00:43
by thedoombringer0
Sounds like a nice idea but would it not be hard to implement?

For example the size of the mash a helipad and small parking lot that would take up a lot of space and require alot of open ground.

Maybe a medical outpost would be better a small building/bunker kind of thing with medic properties as you suggested and choppers etc just use the ground nearby.

And finaly a question is it actualy posible to take a player to a uncontrolable state while his squadmates take a huge journey to heal him when the 60second spawn from suicde would be faster?

Dont get me wrong i like the idea but i think it would be hard to implement and may be too realistic for some players but i would like to see it :mrgreen:

And welcome =)

Re: Medivac and MASH

Posted: 2008-07-25 00:57
by Dude388
thedoombringer0 wrote:And finally a question is it actually possible to take a player to a uncontrollable state while his squad-mates take a huge journey to heal him when the 60second spawn from suicide would be faster?
Well the whole squad wouldn't need to go, just the medic of the squad, or maybe a regular Medic from the MASH can ride in a land vehicle or heli to the extraction point instead to allow the squad to remain together and that Medic can ride with the injured solider. And yes a 60sec spawn is faster, but lets say you have a particular kit you don't wanna drop, or you don't wanna loose point, or that 60secs is just too long for you. An alternative is always nice, even if it's a little to realistic.

P.S. Thank you all for the warm welcome :-)

Re: Medivac and MASH

Posted: 2008-07-25 01:04
by thedoombringer0
Dude388 wrote:Well the whole squad wouldn't need to go, just the medic of the squad, or maybe a regular Medic from the MASH can ride in a land vehicle or heli to the extraction point.
i know that should have wrote my post better i was thinking if a squad member had to drive etc should have been more clear.
Dude388 wrote:P.S. Thank you all for the warm welcome :-)
Always nice to see a fresh face :mrgreen:

Re: Medivac and MASH

Posted: 2008-07-25 01:33
by Rudd
Personally, love the idea. (if it were up to me PR would be a medical simulator....)

But I think the mechanics you describe would only work on larger maps, on a 16 sized map it would seem a little odd to be evacing ppl 200m, or since many (or most?) 16 maps do not feature vehicles of any kind it would be ALOT of walking.

Welcome to the forums, hope to see you in a squad soon!

Re: Medivac and MASH

Posted: 2008-07-25 02:28
by Bringerof_D
Dude388 wrote:Well the whole squad wouldn't need to go, just the medic of the squad, or maybe a regular Medic from the MASH can ride in a land vehicle or heli to the extraction point instead to allow the squad to remain together and that Medic can ride with the injured solider. And yes a 60sec spawn is faster, but lets say you have a particular kit you don't wanna drop, or you don't wanna loose point, or that 60secs is just too long for you. An alternative is always nice, even if it's a little to realistic.

P.S. Thank you all for the warm welcome :-)
in which case most people just jugle kits

Re: Medivac and MASH

Posted: 2008-07-25 03:30
by Doc
Welcome to the forums! Now, this thread wouldn't have turned
up in the search engine (It usually never does when I try),
but I would post it here to let you know that your idea has
been suggested.

Field Hospitals

However, that thread is, as you can see from the time stamp
on the latest post, a little over a year old, and I think it
would be good to get some original thought in a new thread.

Re: Medivac and MASH

Posted: 2008-07-25 04:11
by OkitaMakoto
https://www.realitymod.com/forum/f18-pr ... tions.html

Since the topic in the already suggested suggestions list doesnt have a thread to direct one to, have decided to leave this thread open and place its link next to the topic in the Already Suggested Suggestions list.

Keep it clean, productive, and this topic will remain open to discuss this topic.

And, welcome to the forums :)
[R-CON]OkitaMakoto

Re: Medivac and MASH

Posted: 2008-08-05 23:53
by Dude388
Doc wrote:Welcome to the forums! Now, this thread wouldn't have turned
up in the search engine (It usually never does when I try),
but I would post it here to let you know that your idea has
been suggested.

Field Hospitals

However, that thread is, as you can see from the time stamp
on the latest post, a little over a year old, and I think it
would be good to get some original thought in a new thread.
I just wanted to apologize for semi taking your idea, I didn't even think to search up "FIELD HOSPITAL" in the search. I just figured that in today's military I assumed it was called MASH.

And I also thank you and everyone else for your support and thoughtful suggestions for this idea. If you find yourselves fighting with me on the frontlines in the near future, know you'll have a medic watching your back! :m1helmet:

Re: Medivac and MASH

Posted: 2008-08-07 00:03
by biffenh
I love the idea, it makes the game even more realistic.
But what about a mobile field hospital in a apc?

Something like this:

Image

Re: Medivac and MASH

Posted: 2008-08-07 08:10
by slayer
The spawntime could stop inside a apc or chopper?

Re: Medivac and MASH

Posted: 2008-08-07 14:59
by ~KILL~Pirate
IMO, The best way to implement a more realistic Medevav system into PR as compared to the real batltefield situation is a medic that a medic in the field can only do so much for a wounded soldier. They can help keep a soldier alive but unless that soldier gets Medevac, his life in most cases is lost. So, my suggestion is that a field medic in PR should be able to revive and stop the bleeding, but the that soldier will have slight blurred vision (which is possible to code in bf2) until he can hop into a designated Medevac chopper. That soldier must stay in the chopper for at least three seconds to remove the blurred vision to simulate being Medevaced . So basicly the Medevac chopper is a flying 3 second hospital and is the best way and most realistic and possible solution using the bf2 engine.



...

Re: Medivac and MASH

Posted: 2008-08-07 19:04
by Dude388
biffenh wrote:I love the idea, it makes the game even more realistic.
But what about a mobile field hospital in a apc?

Something like this:

Image
That seems like an excellent idea, but do you want to see the same principles as the MASH used on the APC? Or do you just want it to deploy into the hospital? Or maybe just provide healing? Or even make it the only land vehicle that can MEDEVAC soldiers that are dying?

If you could elaborate on this a bit it I can better understand what you want.
slayer wrote:The spawntime could stop inside a apc or chopper?
I think you may have misunderstood the MEDIVAC. The solider that needs attention won't actually see the critical condition screen, just a a gradual decrease in max HP until you reach bleed-out state. At this point it can't be reversed without a medic in constant healing range (meaning if the medic heals you and you run out of range of him while at the lowest Max HP state, you immediately return to bleed-out state until your back in range). So if you hop inside a MEDIVAC vehicle (air or land) and as long as there is a medic in it you won't bleed-out and a spawn counter isn't needed.

I forgot to add to the main post that while in the MASH tents, bleed-out stops, but max HP stays low until medical attention is administered. I'll edit this in to the main post now.
[R-CON]~KILL~....Pirate-X wrote:IMO, The best way to implement a more realistic Medevav system into PR as compared to the real batltefield situation is a medic that a medic in the field can only do so much for a wounded soldier. They can help keep a soldier alive but unless that soldier gets Medevac, his life in most cases is lost. So, my suggestion is that a field medic in PR should be able to revive and stop the bleeding, but the that soldier will have slight blurred vision (which is possible to code in bf2) until he can hop into a designated Medevac chopper. That soldier must stay in the chopper for at least three seconds to remove the blurred vision to simulate being Medevaced . So basicly the Medevac chopper is a flying 3 second hospital and is the best way and most realistic and possible solution using the bf2 engine.



...
I really like this idea, but my ONLY issue is that 3 secs in the chopper seems entirely too short. It takes at least 10 secs to wrap a soldier's arm, and at least 5 secs to take medicine that would remove blurred vision. I think at least 15 secs, though more than than that (30 secs up to a minute) seems more realistic.

P.S. Thank you all for your input and ideas, they are greatly appreciated. :-)

Re: Medivac and MASH

Posted: 2008-08-21 22:35
by Dude388
Bringerof_D wrote:in which case most people just jugle kits
I didn't see a big problem with this because you can't use the morphine syringe on yourself, so kit juggling would kind of be the best way to achieve the "BATTLE-READY" state for a squad-mate for player you brought to the MASH.

Re: Medivac and MASH

Posted: 2008-08-22 01:50
by Yrkidding
maybe they could add a new request kit that's like field medic, he'd have a little bit less good gun but he would have more medical supplies than a combat medic so he could act as three quarters or half of a MASH base's healing,where as a combat medic would be one quarter of the healing power of the actual MASH base. Also the Field Medic could be required to build a mash base and instead of having a shovel he'd have something he'd put down or something that would be the equivalent of giving medical supplies to the MASH bases. Also he could set up little bases of his own that's not an actual MASH base but like a little rally that u can't spawn on that is like a healing thing like the supply box in vanilla but it would take longer then actually getting healed by a medic and could only heal so much because the stuff etc would be being applied by the soldier as opposed to an actual medic.

Re: Medivac and MASH

Posted: 2008-08-22 10:36
by HAwkY
[R-CON]~KILL~....Pirate-X wrote:IMO, The best way to implement a more realistic Medevav system into PR as compared to the real batltefield situation is a medic that a medic in the field can only do so much for a wounded soldier. They can help keep a soldier alive but unless that soldier gets Medevac, his life in most cases is lost. So, my suggestion is that a field medic in PR should be able to revive and stop the bleeding, but the that soldier will have slight blurred vision (which is possible to code in bf2) until he can hop into a designated Medevac chopper. That soldier must stay in the chopper for at least three seconds to remove the blurred vision to simulate being Medevaced . So basicly the Medevac chopper is a flying 3 second hospital and is the best way and most realistic and possible solution using the bf2 engine.



...

i agree with this but instead of being in a chopper for 3 seconds he has to fly or be in a vehicle but has to go all the way bk to main base and go inside a tent which which stop the bluriness :grin: i think this would bring realism to the game. if all vehicles and helis cant be used well then ur done for but thats all part of realism

Re: Medivac and MASH

Posted: 2008-08-22 12:23
by Rudd
I agree as well, but it wouldn't work on 16 player maps

Re: Medivac and MASH

Posted: 2008-08-22 19:07
by Craz3y|Assasin
I like the idea on that you can't get fully healed, so have each time you start to bleed and are healed you only go up to 95 then 90 and so on until you get 60 or something like that then when you reach a bunker, supply truck, or jeep which most likely you would be able to get full heath with medical assitance.