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#11 |
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PR: ArmA2 Lead Developer
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#12 |
![]() Join Date: Apr 2007
Posts: 1,855
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LMAO @ Deadfasts signature ..!!!
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Ingame name: A.Behr
Xfire: arjan1994 |
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#13 | |
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,406
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2) if by ridiculous you mean realistic then yes I hate responses and by extension people like this. I'm all for debate and criticism but arguments in favour of unrealistic features in a combat simulator is like Godwins Law - once you mention it, you should slap your face with a big wet cod | |
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#14 |
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PR: ArmA2 Lead Developer
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I'm gonna explain it a bit more.
1) Well, but right now you have pretty much of a chance to find the medic after all. With your suggestion, it'll take much longer, eventually be impossible to do it in time. It's true that it would be more realistic, but after all, we are fighting with 32 vs 32 people. This is not realistic as well. 2) No, by ridiculous I mean ridiculous. This suggestion has multiple cons. 1. People won't give a damn if you are a medic or not, you'll die all the time. 2. Even if they would learn not to shoot medics, then medic would turn to ultimate killing machine - why? - you gotta admit that 9mm is of far more damaging caliber than civvie's stones. 3. Let's pretend that points 1 and 2 will not be the issue, but what if the medic is running towards a huge heaps of bodies that will start reviving immediately (surely realistic). Because of the kill penalty you can't, however, kill him. Well, what a surprise - what used to be a heap of dead bodies is now shooting back ! All these realism arguments. Yes, I love the game because it's realistic. But the fair place in my relation towards PR plays teamwork. You always gotta find a pivot between realism and entertainment. Respawning is not realistic as well, yet no one complains. |
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#15 | |||
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,406
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To respond, if I had my way there would be mechanics to simulate evacuating the wounded ingame. And the only viable way to do this is for injured troopers to be bandaged and either alone or escorted move to a troop carrier (apc or heli), enter it to simulate being evac'd and then pop out when the healing counter disappears to simulate a fresh trooper replacing the injured. So bandages become very important to survival and having vehicular support nearby at all times becomes vital. At the moment combined arms is very much a buzz-word rather than a reality ingame. Quote:
edit - now that I think about, removing the magic bag would solve all the above. Defib soldiers would have to be "evac'd" once revived - the defib animation and subsequent bandage simulating being treated to stop bleeding to death on the battlefield, but seeing as you just took 4 or more bullets to the chest still requiring "evac". And by evac I mean falling back to a helicopter or APC, healing fully and hopping out to rejoin the fight - a metaphor for injured soldier one entering vehicle to be evacuated to hospital and fresh replacement hopping out and joining his squadmates. Quote:
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Last edited by $kelet0r; 02-07-2008 at 03:45 PM..
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#16 | |
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Retired PR Developer
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Nothing new suggested here really If the game could support it I'd like corpsmen to be able to stabilise casualties and get them on a transport, then a medical officer back at an aid station/hospital would be able to perform surgery to save the man's life. Defib is completely unrealistic, but remember its not "lazarus" stuff the casualty is critically wounded, not dead. I don't think its possible, but the best you can get out of bf2 is probably this system (but with something instead of defibs) but you are not fully healed until you have been to a aid station or healed by a limited medical officer kit. But words such as hardcoded scream in my ears. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#17 |
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PR: ArmA2 Lead Developer
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Of course, you have tickets, but still you are limited to 32 players acutualy playing per team.
If the change would be implemented, you would have (per team) about 15 players fighting 10 players actively searching for some way to heal them selfs 7 players idle/waiting for respawn. Besides, what about vehicle-less maps (7 Gates on China side) ? 1) The 'uber killing machine' doesn't necessarily lead to rambos. Just imagine - the only way to kill a medic would be with a knife. So you see a medic, take out a knife and attack him...just to get popped by a pistol. 2) I never said anything about insurgents ? 3) Yes, but the blurry vision takes a while to re-appear. You have a few seconds to shoot back. 4) "Hey x, quickly respawn and grab a L-AT kit, we need it for that APC here!" "Sorry chief, just popped the 2 medics back there, gimme 3 minutes." |
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#18 | ||
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,406
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1- Why would you want to kill a medic? Geneva Convention! 2- Yes you did - insurgent civilians are the only class with stones to use against 9mm pistols. And I made Swiss cheese out of that thought imo 3- Usually when I've been revived ingame, I am disorientated by the sudden change in direction ... or more likely I was grabbing a snack or a drink as I wasn't expecting to be revived. But in the event this could happen, then you're right it is unrealistic. So address the issue - make the foggy vision instantaneous or be revived with your knife out rather than your rifle. There are always solutions to little problems ... 4- This goes back to the deterrent thing a few posts up - you should not be shooting medics in real life war and you should be shooting them ingame. If you are forced to engage a medic, you pay a penalty - 3 minutes is considerably less severe than potential war crime charges Either way, this would be a fudged attempt at correcting a gamey game mechanic. We can't do dragging (BF2 engine) or properly represent medical attention (animators), so this imo would be the next best thing. Much much better and considerably more plausible imo than keeping magical healing bags and necromancing defibrillators in an unlimited class in what aims to be a combat simulator | ||
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#19 |
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PR: ArmA2 Lead Developer
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@64 players:
You still don't get it. I'm not talking about the ticket limit. It has nothing to do with the fact that the more players will be seeking medical attention the less people will be engaged with the actual fight. I don't know about you, but I had some of my great PR experiences while fighting against enemy number superiority. I doubt it'll be fun to play against 10 players because the rest won't be in a shape to fight. @My vBF2 statistics: This is getting a bit too personal, don't you think ? If you took that much work to open up my profile and check out my stats, you might as well see the little 'Last played' box. It says '23.10.2007', which was actually a pure test (was testing if I get kicked by PB for some changed configs, no it wasn't a cheat - it was just a purely client-side). Quit to play much earlier than that (at the start of '07). Besides, I don't get why do you drag this kind of stuff to this discussion. Yes, it's true that I was playing vBF2 before, just as 95% of all today's PR players. So please, stop treating me like a vBF2 noob. @Geneva convention: I'm sure that army as MEC would really care about some convention that would not even be a part of. If I remember correctly, cluster bombs are also against the Conventions, yet USA uses them (I'm not really sure if USA is one of the signers it after all). 1) Why would you want to run to enemy fire just to 'zap' a soldier. Besides, see the paragraph above. 2) No, you were comparing the system current civilian system (ie. shooting results in penalty), so I said that pistols are much more effective weapons than stones. 3) Guess we'll agree on this one. 4) Grenades thrown on squad of enemies ? Besides, just as I mentioned before - I believe that as a MEC, you wouldn't get framed, you would be complimented for 'killing the infidels' End of discussion on my side. |
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#20 | ||||||
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,406
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After all that, tbh simulating evacuation the injured would be an interesting development in gameplay like I said - vehicular support both in helicopter and armoured overwatch would be so much more important in creating actual combined arms action. Without it you suffer the consequence of taking casualties that will bleed out because of poor squad leading - remove the magic bag and zombie creating defibs arcade gameyness in favour of a poor man's med-evac - introduce a dedicated Medic class who's purpose is to saves lives rather than run and gun (variety is the spice etc) - make bandages more valuable and serve an actual purpose (right now you grab a bandage or 2 and just rejoin the fight immediately - bullets are lethal in PR so what major difference is 100% compared to 30% health) All in all, if it's realistic and requires a little thinking and effort, it should be good for the game ... just like all the other changes that differentiate the mother game from PR 0.7 | ||||||
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