Remove the Epipen
Posted: 2009-02-19 01:52
I understand that the reason PR has an unrealistic medic who can revive people and recover them to 100% working order, is for game play sake. And i can respect that. But since this no headshot business in .85, and the bf2 engine lacking some key features, i find that the medic system is now hurting gameplay more then helping it.
For example, i kill an enemy(or at least take him down to the wounded state) and he is now in the rag-doll state on the ground. In real life, you could walk up to the squirming soldier and pump a few more rounds into him to finish him off. But in bf2 we have to use explosives. And still there is no way to tell if the guy is even dead or not. Then out of nowhere a medic runs up, flops down and has the soldier on his feet in less then 10 seconds. Hurting none the less, but still on his feet, ready to fire. All very unrealistic.
Now there are a few changes that could be made to the existing system that would help it become more (dare i say) realistic. Things like giving the downed soldier a state similar to Call of Duty's last stand perk(where the soldier is on the ground but still has his head up looking around) of course without the gun. Also a dragging system so people could drag downed soldiers to cover. Even just making it so bullets can still hurt a downed soldier and there is some type of indication to everyone that the guy is still kicking. But alas most of these and other great ideas to improve the medic cannot be done due to engine limitations.
So i will suggest a system i think will be superior to one currently in place.
First of all remove the epipen. Once a soldier is down to the rag-doll state, they are finished. No more wasting epipens, or waiting around for a medic that ends up just walking right over you. But, just removing that wouldn't exactly help the system. There would also have to be changes to the health and bleed system. My idea would be to take the critical health limit (the point at which you go down) and move it all the way down to 0. Now i'm not sure where the current bleed point is, i'm guessing around 80, but that should remain. It's a good indication that you've taken some fire. But the low health limit (where you start coughing and can't sprint and nothing appears on your map) should be changed to what the critical health(where you go down) is currently. Basically that is my proposed changes.
So to recap, if i was running around and got shot a couple times and started bleeding out, i could run around with the red edges for a little while, then it would turn to the coughing and slow walk, and finally after a while i would simply collapse, dead. But this would be at least twice as long as the current bleed out time. Giving you plenty of time to call for a medic, or get his attention. Sure you won't be running across the field to get to the medic 500m away, but it would still be better then just being a body on the ground. And while in that slow walking state, you would be very vulnerable, unlike the seemingly invulnerability of the "dead" guys who are going to get revived in 1min 45s.
Please comment on this suggestion. I'd really like to hear a medics point of view.
For example, i kill an enemy(or at least take him down to the wounded state) and he is now in the rag-doll state on the ground. In real life, you could walk up to the squirming soldier and pump a few more rounds into him to finish him off. But in bf2 we have to use explosives. And still there is no way to tell if the guy is even dead or not. Then out of nowhere a medic runs up, flops down and has the soldier on his feet in less then 10 seconds. Hurting none the less, but still on his feet, ready to fire. All very unrealistic.
Now there are a few changes that could be made to the existing system that would help it become more (dare i say) realistic. Things like giving the downed soldier a state similar to Call of Duty's last stand perk(where the soldier is on the ground but still has his head up looking around) of course without the gun. Also a dragging system so people could drag downed soldiers to cover. Even just making it so bullets can still hurt a downed soldier and there is some type of indication to everyone that the guy is still kicking. But alas most of these and other great ideas to improve the medic cannot be done due to engine limitations.
So i will suggest a system i think will be superior to one currently in place.
First of all remove the epipen. Once a soldier is down to the rag-doll state, they are finished. No more wasting epipens, or waiting around for a medic that ends up just walking right over you. But, just removing that wouldn't exactly help the system. There would also have to be changes to the health and bleed system. My idea would be to take the critical health limit (the point at which you go down) and move it all the way down to 0. Now i'm not sure where the current bleed point is, i'm guessing around 80, but that should remain. It's a good indication that you've taken some fire. But the low health limit (where you start coughing and can't sprint and nothing appears on your map) should be changed to what the critical health(where you go down) is currently. Basically that is my proposed changes.
So to recap, if i was running around and got shot a couple times and started bleeding out, i could run around with the red edges for a little while, then it would turn to the coughing and slow walk, and finally after a while i would simply collapse, dead. But this would be at least twice as long as the current bleed out time. Giving you plenty of time to call for a medic, or get his attention. Sure you won't be running across the field to get to the medic 500m away, but it would still be better then just being a body on the ground. And while in that slow walking state, you would be very vulnerable, unlike the seemingly invulnerability of the "dead" guys who are going to get revived in 1min 45s.
Please comment on this suggestion. I'd really like to hear a medics point of view.