Page 1 of 2

Asset suggestion

Posted: 2009-03-22 11:26
by MonkeySoldier
The reason
Sometimes I get quite annoyed when the crates at the FB's are destroyed or fell off a cliff or something like that. (not usable anymore) Which tends to be common on maps like barracuda or other hilly maps. Or that when I need a medic, and there isn't one around, I need to start searching for a crate, and spam FD's on the ground.

The suggestion
I'm suggesting to add one extra asset. It would be a small healing and re-arming station. Now, you can't request kits from it. That's where FB's are for. When you would enter the (small) asset, you would automatically heal and re-arm you're weapons.

Balancing
When you would enter the asset (don't got a name for it) you would heal and re-arm slower then you would when being healed by a medic, or re-arming at a crate. It's just a mid-way solution in case you need supply's.

Re suggestion!?
I've searched to see whether this has been suggested before, and although I found something a bit equal, those idea's are still very different compared to mine AFAIK.

It's different then this suggestion:
https://www.realitymod.com/forum/f18-pr ... -idea.html

It's also different then this idea:
https://www.realitymod.com/forum/f18-pr ... -idea.html

Searched for:
- Crates
- Armoury
- Healing station

Open for discussing and suggestions. :)

Re: Asset suggestion

Posted: 2009-03-22 11:41
by Scot
I quite like this idea, I think it should look like the old caches, except with some medic stuff and ammo lying around +1 for this :) Also thank you for searching :D

Re: Asset suggestion

Posted: 2009-03-22 11:56
by CryOfTheWulfen
i also support, it happens anyway and theres no way to stop it save from removing bandages. So we might as well have a propper representation of it.

Re: Asset suggestion

Posted: 2009-03-22 12:19
by Priby
I like it, but only if your not able to use your weapon while healing or re-arming.

Re: Asset suggestion

Posted: 2009-03-22 12:46
by Gore
No. Let's say you're attacking an enemy squad that has a setup somewhere and they have to defend it.
You keep shooting at them and whenever one of them is hit he pops back and gets healed and then back to the firefight. And they'll probably have 6 scopes because they won't need a medic.

Re: Asset suggestion

Posted: 2009-03-22 13:07
by MonkeySoldier
That's why the healing and re-arming takes longer while being inside the asset. It should balance with the possibility of having a medic in you're squad. It goes quicker with the medic, and although you got two people not being able to shoot, it's quicker rather then run back to the healing/ re-arming station, wait a longer time until you're healed and get back into the action. And not having a medic in you're squad even while you're being attacked isn't a smart thing to do, if you ask me. If one gets incapacitated, he can't be revived, because there isn't a medic in the squad. Which means he has to give up, and wait even longer until he gets back into the fight.

Re: Asset suggestion

Posted: 2009-03-22 15:59
by charliegrs
what would this thing actually look like?

Re: Asset suggestion

Posted: 2009-03-22 16:58
by MonkeySoldier
One half of a foxhole with a camo net above it?
Edit: But it could also look like how Scot described it.

Re: Asset suggestion

Posted: 2009-03-22 17:01
by {UK}Suzeran
GoreZiad wrote:No. Let's say you're attacking an enemy squad that has a setup somewhere and they have to defend it.
You keep shooting at them and whenever one of them is hit he pops back and gets healed and then back to the firefight. And they'll probably have 6 scopes because they won't need a medic.
LISTEN to this man he has it on the money,

Re: Asset suggestion

Posted: 2009-03-22 19:19
by gclark03
Grenades. Teamwork.

Re: Asset suggestion

Posted: 2009-03-22 19:25
by McBumLuv
GoreZiad wrote:No. Let's say you're attacking an enemy squad that has a setup somewhere and they have to defend it.
You keep shooting at them and whenever one of them is hit he pops back and gets healed and then back to the firefight. And they'll probably have 6 scopes because they won't need a medic.
So... same as having a medic in the squad, amirite?

I like the suggestion so far, maybe have it like a semi-closed foxhole with tarp/netting on top, as you said, and medical supplies and ammo inside?

Re: Asset suggestion

Posted: 2009-03-22 19:37
by Sadist_Cain
+1 I want another tent for when I build my CnC Fortress' :P

No to the rearming aspect however...

Is it possible to make the way that medics etc. work that Only when injured Very badly youll bleed and the bleeding wont stop.

E.g. soldier mildly wounded can be patched up by mr medic man and back to the fight. Soldier that's been heavily injured can be healed up to 70% by mr medic man i.e. the medic can stabilise the patient but he'll need to go back to the Medic tent f.y.i with a big red cross on top and then A. it would be rather groovey cos you'll have that scenario of an injured man who needs to be evacuated

Re: Asset suggestion

Posted: 2009-03-22 19:43
by masterceo
please, no. i would just suicide then rather than walk-lets say-500m to the nearest healing station and hear the "argh, ough" sound every 3 sec along with annoying-bleeding-red-screen.

Re: Asset suggestion

Posted: 2009-03-22 19:48
by crazy11
Then have a medic in your squad to stabilize you.

Re: Asset suggestion

Posted: 2009-03-22 19:51
by McBumLuv
Sadist_Cain wrote:+1 I want another tent for when I build my CnC Fortress' :P

No to the rearming aspect however...

Is it possible to make the way that medics etc. work that Only when injured Very badly youll bleed and the bleeding wont stop.

E.g. soldier mildly wounded can be patched up by mr medic man and back to the fight. Soldier that's been heavily injured can be healed up to 70% by mr medic man i.e. the medic can stabilise the patient but he'll need to go back to the Medic tent f.y.i with a big red cross on top and then A. it would be rather groovey cos you'll have that scenario of an injured man who needs to be evacuated
Didn't Rudd suggest something like this? I can't remember the verdict (on whether it's possible or not), though That would make this + medivacs useful.

Re: Asset suggestion

Posted: 2009-03-23 10:24
by MonkeySoldier
It might be that some people understood my concept wrong.

This is not meant as a replacement for a medic. It's an optional asset, in case there aren't any crates or medics around to heal you. And there will be much lower quantities of medics when it becomes a request able kit in the next PR. Or if you don't got three people in you're squad. (and I don't mean lonewolfs, but when the aren't any other people joining your squad) So you don't have to walk 500m to get healed. (unless you're medic is 500m away from you ;) )

Re: Asset suggestion

Posted: 2009-03-26 23:24
by gclark03
The counterattack for a squad camping around this asset should be, of course, lots of grenades. What's the big deal?

Re: Asset suggestion

Posted: 2009-03-27 00:12
by McBumLuv
^ Exactly, I'm not sure how this would be an ubërowndag asset, it wouldn't be a replacement for a medic, and would actually be slightly slower, right? Though, it also allows for a revision of the entire medic system.

Re: Asset suggestion

Posted: 2009-03-27 16:25
by squeaky024
Im liking this too, id say its like a field station, you can patch yourself up with supplies laying around.. Making the heal time slow can also simulate you having to take the time to heal yourself without a trained medic around to do it faster/ better.

Maybe it should only heal you to lets say 50-60%? This way you will still need a medical professional "medic" to heal you to 100.

Re: Asset suggestion

Posted: 2009-03-27 17:10
by MonkeySoldier
If the DEV's wouldn't like it as a FB asset, it could always be a RP asset. (not saying the RP should be a whole complex) Although the idea itself is meant as a FB asset.