Medic system
Posted: 2009-04-17 15:47
Here are my thoughts about how medics and reviving work in the game:
The current system is too forgiving. Basically getting shot is no big deal in some circumstances. You can poke your head out, get hit, and then in a few seconds be back to full health if you have a medic.
Additionally a whole squad can be taken out, and brought back to life without too much effort and be back in the fight with only some time lost.
Here is my suggestion to improve things:
Every loadout will have an epipen along with the current bandage.
Medic as a spawnable kit will be removed and replaced as a requestable kit with a limit of 2, but no timer on respawning after it is lost.
Rifleman specialist will carry the squad's medical supplies and have 6 bandages and 3 epipens.
Increase critically wounded timer to 5 minutes and give unlimited medic calls.
The idea is this:
If someone gets wounded in your squad it is now a bigger deal. Since only bandages are available, and the squads supply of bandages is limited, getting wounded too much will quickly deplete the squads medical supplies.
If you get critically wounded, everyone has one epipen, this represents being pulled to safety. But once the soldier is revived, he is now a liability. It will take at least 4 bandages to bring him back to full health.
The result of these changes is that a squad that takes either too many wounds, or too many critical wounds will be left with no bandages and many bleeding soldiers.
This leaves 2 options:
1: Falling back to a forward operation base to secure more medical supplies to heal the wounded.
2: Calling in one of the 2 dedicated medics to heal the squad, this is like calling in a medivac. Additionally since the timer for revive is now 5 minutes there is a better chance a medic can make it from far away to pick up fallen soldiers.
Medic will be limited to 2, but the kit should have no timer on respawn so the medic can be dedicated and get another kit immediately if he is killed.
Under the current system you could shoot at a squad and kill half of them, but with a medic they could potentially be all back up within a minute or two and without penalty.
With the changes outlined above, even if all casualties were revived, some wounded would be unable to fully heal, and the squad would have to fall back to get more medical supplies, this would represent bringing the wounded back to a field hospital.
Basically if you consider the changes made to requesting kits, spawning, and repairing vehicles over the past couple of patches, the above suggestions would bring the medic system the same sort of realism focused overhaul.
Thoughts?
The current system is too forgiving. Basically getting shot is no big deal in some circumstances. You can poke your head out, get hit, and then in a few seconds be back to full health if you have a medic.
Additionally a whole squad can be taken out, and brought back to life without too much effort and be back in the fight with only some time lost.
Here is my suggestion to improve things:
Every loadout will have an epipen along with the current bandage.
Medic as a spawnable kit will be removed and replaced as a requestable kit with a limit of 2, but no timer on respawning after it is lost.
Rifleman specialist will carry the squad's medical supplies and have 6 bandages and 3 epipens.
Increase critically wounded timer to 5 minutes and give unlimited medic calls.
The idea is this:
If someone gets wounded in your squad it is now a bigger deal. Since only bandages are available, and the squads supply of bandages is limited, getting wounded too much will quickly deplete the squads medical supplies.
If you get critically wounded, everyone has one epipen, this represents being pulled to safety. But once the soldier is revived, he is now a liability. It will take at least 4 bandages to bring him back to full health.
The result of these changes is that a squad that takes either too many wounds, or too many critical wounds will be left with no bandages and many bleeding soldiers.
This leaves 2 options:
1: Falling back to a forward operation base to secure more medical supplies to heal the wounded.
2: Calling in one of the 2 dedicated medics to heal the squad, this is like calling in a medivac. Additionally since the timer for revive is now 5 minutes there is a better chance a medic can make it from far away to pick up fallen soldiers.
Medic will be limited to 2, but the kit should have no timer on respawn so the medic can be dedicated and get another kit immediately if he is killed.
Under the current system you could shoot at a squad and kill half of them, but with a medic they could potentially be all back up within a minute or two and without penalty.
With the changes outlined above, even if all casualties were revived, some wounded would be unable to fully heal, and the squad would have to fall back to get more medical supplies, this would represent bringing the wounded back to a field hospital.
Basically if you consider the changes made to requesting kits, spawning, and repairing vehicles over the past couple of patches, the above suggestions would bring the medic system the same sort of realism focused overhaul.
Thoughts?