blood decails

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[wow]titan
Posts: 143
Joined: 2009-04-19 19:38

blood decails

Post by [wow]titan »

Hello.
dunno if that been suggested before
but can devs add blood decails on the ground after give up, its were a good indicator for medic
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Last edited by Bob_Marley on 2010-12-22 02:23, edited 1 time in total.
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Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: blood decails

Post by Ninja2dan »

The medics already have a visual indicator that they are needed: The dead/lifeless body on the ground that has dropped its kit.

And blood effects have been suggested before.
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: blood decails

Post by Zoddom »

[R-DEV]Ninja2dan wrote:The medics already have a visual indicator that they are needed: The dead/lifeless body on the ground that has dropped its kit.

And blood effects have been suggested before.
does the kit really only appear when youve gven up? didnt know this, though i like OPs idea, but a bit less blood and no splashes, cause the blood would slowly run out
whatshisname55
Posts: 955
Joined: 2010-07-16 03:05

Re: blood decails

Post by whatshisname55 »

I like this idea because sometimes the indicator above wounded bodies glitches and doesn't show up when the body is only wounded.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: blood decails

Post by Gore »

yeah the dead/dead dead indication is very bugged up at times.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: blood decails

Post by Kain888 »

Zoddom wrote:does the kit really only appear when youve gven up? didnt know this
Um. No, kits is dropped always when someone gets wounded and it stays for 5 min.
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VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: blood decails

Post by VapoMan »

Makes sense.

The wounded person on the ground is technically bleeding out and when they are dead we would assume they have lost too much blood ect.

If this were possible to put ingame only for when the person is dead or gives up then it would be useful and somewhat realistic.

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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: blood decails

Post by Shovel »

If the blood slowly runs out then stays if the person gets revived that would require A LOT of programming and I think the DEVs are focusing on optimization.
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piepieonline
Retired PR Developer
Posts: 433
Joined: 2009-07-22 00:41

Re: blood decails

Post by piepieonline »

TheBobJeff wrote:If the blood slowly runs out then stays if the person gets revived that would require A LOT of programming and I think the DEVs are focusing on optimization.
From reading it myself, I'm getting that the blood appears or something as soon as they give up, not slowly building while wounded.
If it is ^, I put my vote to it, because it would be really good for reviving people not in your squad etc. I dunno how much coding it would require however...
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: blood decails

Post by killonsight95 »

not to much coding(i hope), just spawn a little texture thingy with ragdoll effects but with a lot of gravity/mass, that way it'll go around the terrian but should stay still, or anyway thats how i could see it being done, oh and make sure it has no collision to player meshes as it may cause problems when people want to walk over it it etc.
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: blood decails

Post by Mellanbror »

There is no sign, except for the buzz sound when you tap the epipen on a nonrevivable. Kit is dropped always when just critically wounded.
It would be nice with a clearer indication.

However, I can see how not knowing might be part of the idea ;)
mikeros
Posts: 37
Joined: 2009-08-21 17:39

Re: blood decails

Post by mikeros »

We could use it as an indication of how much time the guy is down... so we can prioritise the casualties ;)
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Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Re: blood decails

Post by Sneak Attack »

I think this is a splendid idea
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