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CASEVAC
Posted: 2009-07-08 00:03
by Qaiex
I searched, nothing about casevac, just medevac and that idea didn't go too well.
Anyway, I was thinking a workable idea might be an extra helicopter/vehicle (depending on the map) with the same 10 minute respawn time (idk how long apc's are) but only a 5 ticket loss instead of 10. (It's going to frequent hostile zones and will still be plagued by the same ineptitude of any other helicopter pilot)
The system for making it CASEVAC would be simple. (but those are often the best systems ;D)
Room for 1 pilot/driver and 1 medic, it'd be a 2 man squad, like an attack helicopter/APC, and room for 3 or 4 infantry soldiers to make sure it's not being uses primarily as a transport helicopter/vehicle.
The medic in the helicopter/vehicle makes sure they're stable, they won't heal, but they won't bleed out anymore. (hardcoded? might need a new class if so.)
So, if some soldiers are coughing and are really badly torn up, maybe their medic isn't alive anymore and they're about to die, they call for CASEVAC and the helicopter comes to pick them up.
Getting in they stop bleeding but don't heal up, then they're transported back to base where they run over to a hospital tent that heals them twice as fast as a regular medic. During this time the CASEVAC medic can get out and help healing to speed up the process even more.
For every soldier saved, the team gains 2 tickets.
So if you save 3 infantry soldiers, instead of losing 3 tickets, the team will gain 6 tickets, a 9 ticket difference in exchange for a minute extra away from the battlefield, a time that drastically decreases with the amount of soldiers being rescued since a standard medic can only heal one at a time but the base can heal them all at once.
Now, 6 tickets is not too much, but still enough to be worth doing and maybe enough to stall defeat for a short time, and when the tickets are close that might be enough to win the game.
Re: CASEVAC
Posted: 2009-07-08 00:40
by ReapersWarrior
that ticket system would be exploited so there is no way that i can see that u shoud gain tickets. Just not losing one for dying is enough.
Re: CASEVAC
Posted: 2009-07-08 01:24
by gaurd502
Maybe instead of not bleeding you bleed a lot slower, and the medic in the chopper can use his medic bag on you in flight to bring your health up to 25-50% And then once you get to the carrier you can get to a med station or something.
Re: CASEVAC
Posted: 2009-07-08 02:58
by Qaiex
It goes without saying there has to be measures to ensure that you can't exploit it. A dome of death type thing in which you can't be treated and a time limit to make sure the same person/people aren't evacuated over and over.
Re: CASEVAC
Posted: 2009-07-08 03:51
by shribey22
how would you suggest we keep people from using friendly fire to intentionally injure teammates and then using the CASEVAC to generate tickets? even if you put a time limit on it, a 32 person team has the potential to generate a lot of tickets
Re: CASEVAC
Posted: 2009-07-08 04:03
by charliegrs
in theory this sounds like a good idea but i know in practice this will be just hellish in a public server with morons doing all kind of things to exploit it. also, with only 32 people per team this would take even more boots off the ground when you have everyone divided up between infantry/armor/airborne units and then if you had medevac units you would hardly have anyone left to be grunts.
Re: CASEVAC
Posted: 2009-07-08 04:16
by Zeppelin35
If there is some way for the engine to distinguish between hostile and friendly fire that led to the damage then I could see this working with the ticket gain. Otherwise this would be pointless since the same thing could be done with a medic in a regular chopper.
Re: CASEVAC
Posted: 2009-07-08 05:20
by Qaiex
It already does distinguish between hostile and friendly fire, you get a message and everything.
It doesn't have to distinguish between damage that way, you usually don't take alot of friendly fire so you just have to make it so it only works if you haven't taken friendly fire.
Casevac would just be two people. Mainly for balance reasons, more than one casevac vehicle on each of the maps would likely let that team save too many tickets, it's not supposed to generate tickets as much as delay the loss a bit.
Muttrah has alot of vehicles, 6 pilots already for 2 transport huey's one attack huey and a cobra, 2 APC's are 4 people thats 10 people in vehicles and 22 infantry soldiers.
Thats three full squads and then 4 other people, you have to assume at least one of them is going for the sniper, which leaves 3 people left just walking around not really doing anything.
I don't think there would be any problems on most maps.
Re: CASEVAC
Posted: 2009-07-08 06:01
by ralfidude
I think we have enough boots off the ground as it is.
On Kashan you will find maybe 2 full infantry squads up, ever.
Dont get me wrong, aside from the exploits this might cause and the soldiers off the field, it sounds ok.
Re: CASEVAC
Posted: 2009-07-08 06:11
by Zeppelin35
I don't think this would take boots off the ground. The only map this might cause a problem on is Kashan but that's it. Most other maps have about 3-4 infantry squads running around at all times so 2 people off the ground isn't going to hurt gameplay much. I'm honestly more worried about the exploits but if that can be worked out then this would fit in quite well.
Re: CASEVAC
Posted: 2009-07-08 06:41
by Rudd
I'm sure you can set a heal speed to be equal to a bleed speed.
but tbh I don't think this asset is needed with teh current medic system. It would only be good if the medic system was made alot more unforgiving. e.g. medic kits can only be requested from main or something, which is pretty harsh tbh.
but if it was made, It would have to be a non-ammo deploying vehicle with a max of 4 spaces inside (possibly unarmed..). This would be to 1) give an impression that stretchers are taking up room, 2) prevent people using it as standard transport.
Re: CASEVAC
Posted: 2009-07-08 07:40
by MrScruff
Speaking of which. Has anyone actually seen the Merlin used properly? I.e. soldiers mount from the rear of chopper. Or Merlin is holding still in the air and a specialist throwing a grapple out the back? If you havent noticed the 2 rear seats in the back of the Merlin, when exiting vehicle, lets you dismount chopper yet still standing INSIDE the chopper.
Re: CASEVAC
Posted: 2009-07-08 07:40
by cyberzomby
Technicall this is medevac right? Getting the wounded out of a battle-zone.
But: I dont like the idea. Gets 2 more people out of the figth in to the OMG WTF CHOPPERZ! Mindset. Plus I dont like the fact that you lower the tickets of it just because its going to be in combat zones.
Re: CASEVAC
Posted: 2009-07-08 09:10
by wookimonsta
would be exploited. friendly fire on carrier, plus heal = tickets.
Re: CASEVAC
Posted: 2009-07-08 11:04
by Qaiex
Medevac provides onsite care, casevac does not.
Thats how I understand it anyway.
This suggestion is mainly for the benefit of the maps with less vehicles, especially the insurgency gamemode. And if you add it up, most maps end up with a few guys without anything to do.
Al Basrah: 1 Tank, 2 APC's and 1 IFV = 8 guys, 22 left. 2 snipers, 20 guys left. 3 full squads and 2 guys without anything to do.
Qwai: 4 Strykers, 8 guys, 22 left. 2 snipers. 3 squads and 2 guys without anything to do.
Chinese side: 4 new APC's 8 guys, 22 left. 2 snipers. Same as above.
Barracuda: 2 CAS Hueys, 2-4 regular hueys (not really sure). bla bla bla. 2-4 guys without anything to do.
Ramiel: UH-60 and MH-6, 2 APC's, 7 guys, 23 left. 2 snipers and 3 guys without anything to do.
Most maps go like this.
Wooki please read the entire thing before responding, and that could easily be fixed by killing anyone who shoots a friendly on the carrier or in a main base, it's surprising they're allowed to open fire at all in those places.
I'm not saying the idea doesn't have any flaws, but instead of pointing them out how about asking the important question?
Would this add to the gameplay and promote realistic teamwork, and I say yes, I think it would. And if you think so to, help me out in finding ways to fix the issues.
Re: CASEVAC
Posted: 2009-07-08 11:58
by Yrkidding
I Think its a fairly good idea I mean yes there are problems (sry I cant think of any solutions right now) but if they can be solved , yea i think its great.
Re: CASEVAC
Posted: 2009-07-08 12:02
by wookimonsta
what if you throw a grenade in front of you, and get yourself hurt?
Re: CASEVAC
Posted: 2009-07-08 12:13
by IAJTHOMAS
Not enough people and boring/time consuming for the casualty.
Re: CASEVAC
Posted: 2009-07-08 12:16
by Rudd
Al Basrah: 1 Tank, 2 APC's and 1 IFV = 8 guys, 22 left. 2 snipers, 20 guys left. 3 full squads and 2 guys without anything to do.
Qwai: 4 Strykers, 8 guys, 22 left. 2 snipers. 3 squads and 2 guys without anything to do.
Chinese side: 4 new APC's 8 guys, 22 left. 2 snipers. Same as above.
Barracuda: 2 CAS Hueys, 2-4 regular hueys (not really sure). bla bla bla. 2-4 guys without anything to do.
Ramiel: UH-60 and MH-6, 2 APC's, 7 guys, 23 left. 2 snipers and 3 guys without anything to do.
cuz 5 man squads never existed in the whole history of PR...
imo revamping teh whole medic system to remove healing and only use field dressings, and using CASEVAC choppers/othervehicles to remove people to healing points placed by mappers, or FB deployable MASH type structures (kinda like the ones on ArmA, but more PR deployable system friendly) would be awesome. I'd love it, as long as the Med vehicles had tiny respawn times and could only be driven by officers and medics.
But I really don't think the public are ready....
Re: CASEVAC
Posted: 2009-07-08 14:17
by cyberzomby
If its on site? Than what does the EVAC stand for? I thought casevac was just a medical helo accompanied with CAS so the casualtys could be exported, and medevac was just a medical chopper because the area was safe.
I know this is very off-topic but Im just interested in this
