Regarding Medics... Just throwing this out there...
Posted: 2009-12-14 12:39
>>> IMPORTANT, READ ME <<< - Below will be my most recent revision/suggestion of this idea based upon the input of others for quick reference. The original post can be found below the up-to-date suggestion:
---------------------------------------------
To date then this is my idea:
Health/Bleed System
80-100% HP = No bleeding. Not healable. (Battle wounded/scarred).
60-79% HP = Bleeding, 1 bandage to stop bleeding. Medic bag will heal to 79%
40-59% HP = Bleeding, 2 bandages to stop bleeding. Medic bag will heal to 59%
20-39% HP = Bleeding, 3 bandages to stop bleeding. Medic bag will heal to 39%
-19% HP = Bleeding, cannot stop bleeding. Medic bag will heal to 19%, but bleeding will continue. Severe visual impairment & slowness.
Dead means DEAD.
Epipen --> Adrenaline Shot
No longer able to revive fallen troops, the epipen becomes an adrenaline shot which temporarily nulifies pain, resulting in temporary removal of the visual impairment and slowness of movement of troops with -19% HP allowing them to have a better chance to run to the medievac vehicle.
New Static
Base medic bay - Heals troops to a max of 80% health, no bleeding.
Medievac Vehicles (Chopper/Road vehicle)
It's been suggested that these vehicles prevent bleeding whilst transporting troops to base; I'm not sure how feasible this is, and personally I'd rather see continuous bleeding so there is more urgency in getting people to base. It could be exploited otherwise, to say, stop bleeding whilst a squad restocks bandages.
Possibly make this medic-only drivable (not sure how this would work with 'squad kit limitations' or medievac choppers; maybe make a 'Medievac' kit that can both drive and fly only those 2 vehicle types)?
Definately mark the vehicles and only allow space for like, the drive/pilot and 1 or 2 injured people at a time to stop it being used as troop transport.
If it CAN be stopped as troop transport, perhaps make it so there's penalty issued for shooting/destroying the vehicle?
Considerations:
1.) I've suggested limiting the epipen to -19% HP troops to prevent any 'booster' effects being applied to relatived healthy troops.
2.) Medic Bay only heals to 80% non-bleed as you shouldn't go to 100% after being shot (same goes for medic bag).
3.) No FOB medic field tent as suggested, as you'll get better R&R at base, rather than in a beacon of activity; not the best place to seek treatment! FOB's still have importance due to their spawning / weapon / area denial capabilities.
4.) I appreciate the mods are very busy, and mostly adopt an attitude (and quite rightly so!) of 'if you want it, you make it'; I'll admit that I can't do any of the above, but also this is just a suggestion as per the forum name, I'm not requesting it be done, only that it be taken into consideration.
---------------------------------------------
ORIGINAL POST:
Now this really is a brain fart that I've just had having read this:
How would the medic play if it could no longer revive, and its health bag (and ALL field dressings) didn't recover health but simply stopped the bleed tick?
I.E.
100% HP soldier gets pinged and is down to 65% HP and bleeding at 1% every X seconds... Applying a bandage will stop the bleeding but not recover HP, making the troop easier to kill but still able to perform semi-effectively without running around screaming for a medic.
With this system, a stage process could be implimented in which different %'s of bleeding require additional bandages to stop bleeding.
For instance:
80-100% HP = No bleeding
60-79% HP = Bleeding, 1 bandage to stop bleeding. Not healable by medic bag.
40-59% HP = Bleeding, 2 bandages to stop bleeding. Not healable by medic bag.
20-39% HP = Bleeding, 3 bandages to stop bleeding. Not healable by medic bag.
-19% HP = Bleeding, only healable by medic bag. Not healable by bandages.
Just throwing it out there, massive stinky brain fart in the wind.
---------------------------------------------
To date then this is my idea:
Health/Bleed System
80-100% HP = No bleeding. Not healable. (Battle wounded/scarred).
60-79% HP = Bleeding, 1 bandage to stop bleeding. Medic bag will heal to 79%
40-59% HP = Bleeding, 2 bandages to stop bleeding. Medic bag will heal to 59%
20-39% HP = Bleeding, 3 bandages to stop bleeding. Medic bag will heal to 39%
-19% HP = Bleeding, cannot stop bleeding. Medic bag will heal to 19%, but bleeding will continue. Severe visual impairment & slowness.
Dead means DEAD.
Epipen --> Adrenaline Shot
No longer able to revive fallen troops, the epipen becomes an adrenaline shot which temporarily nulifies pain, resulting in temporary removal of the visual impairment and slowness of movement of troops with -19% HP allowing them to have a better chance to run to the medievac vehicle.
New Static
Base medic bay - Heals troops to a max of 80% health, no bleeding.
Medievac Vehicles (Chopper/Road vehicle)
It's been suggested that these vehicles prevent bleeding whilst transporting troops to base; I'm not sure how feasible this is, and personally I'd rather see continuous bleeding so there is more urgency in getting people to base. It could be exploited otherwise, to say, stop bleeding whilst a squad restocks bandages.
Possibly make this medic-only drivable (not sure how this would work with 'squad kit limitations' or medievac choppers; maybe make a 'Medievac' kit that can both drive and fly only those 2 vehicle types)?
Definately mark the vehicles and only allow space for like, the drive/pilot and 1 or 2 injured people at a time to stop it being used as troop transport.
If it CAN be stopped as troop transport, perhaps make it so there's penalty issued for shooting/destroying the vehicle?
Considerations:
1.) I've suggested limiting the epipen to -19% HP troops to prevent any 'booster' effects being applied to relatived healthy troops.
2.) Medic Bay only heals to 80% non-bleed as you shouldn't go to 100% after being shot (same goes for medic bag).
3.) No FOB medic field tent as suggested, as you'll get better R&R at base, rather than in a beacon of activity; not the best place to seek treatment! FOB's still have importance due to their spawning / weapon / area denial capabilities.
4.) I appreciate the mods are very busy, and mostly adopt an attitude (and quite rightly so!) of 'if you want it, you make it'; I'll admit that I can't do any of the above, but also this is just a suggestion as per the forum name, I'm not requesting it be done, only that it be taken into consideration.
---------------------------------------------
ORIGINAL POST:
Now this really is a brain fart that I've just had having read this:
Someone else made a point that revive should be removed, as it's unlikely to happen in the field after being pinged.ciper wrote:They should drop the medic entirely. There's no system where you're impeded by being shot, you just have a premature death once you hit 0 hp. A medic shouldn't be able to make you "like new", at best , they should stop your bleeding.
How would the medic play if it could no longer revive, and its health bag (and ALL field dressings) didn't recover health but simply stopped the bleed tick?
I.E.
100% HP soldier gets pinged and is down to 65% HP and bleeding at 1% every X seconds... Applying a bandage will stop the bleeding but not recover HP, making the troop easier to kill but still able to perform semi-effectively without running around screaming for a medic.
With this system, a stage process could be implimented in which different %'s of bleeding require additional bandages to stop bleeding.
For instance:
80-100% HP = No bleeding
60-79% HP = Bleeding, 1 bandage to stop bleeding. Not healable by medic bag.
40-59% HP = Bleeding, 2 bandages to stop bleeding. Not healable by medic bag.
20-39% HP = Bleeding, 3 bandages to stop bleeding. Not healable by medic bag.
-19% HP = Bleeding, only healable by medic bag. Not healable by bandages.
Just throwing it out there, massive stinky brain fart in the wind.