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#31 |
![]() Join Date: Feb 2008
Posts: 5
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Maybe at the start of the game all medics defibs start out with 0 charges and to charge the defib to 1 they would have to stand next to an ambulance, which could be made available like any other vehicle. If you could somehow put critically wounded soldiers on the ambulances gps it might work in a way where you would have 1 team of medics throughout the entire game keeping your men alive, while at the same time keeping the medic-whoring to an absolute minimum.
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#32 |
![]() Join Date: Jan 2007
Posts: 366
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How about we stick to the ORIGINAL suggestion in the thread....
ps Would be kind of cool if a US/UK medic could revive an insurgent and decrease Insurgent ticket by one more.... |
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#33 |
![]() Join Date: Jan 2008
Location: Boston/NJ
Posts: 1,587
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Well, to return to the original idea...
I think it's horrible. I also think it can't be implemented, as the effects of being critically wounded are certainly hardcoded--you fall over and die. It also removes the possibility of anyone actually getting medic'ed anymore. Unless you decide to make the wounded soldier invincible while they're crawling, which seems a little ridiculous, then the enemy is just gonna pop another shot into him, and he'll be unrevivable. As BloodBane said, feel free to create your systems and submit them to the devs. But I see no scenario where the devs would be creating a new system in the near future, and I would be disappointed if they thought it was worth their time. |
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#34 | ||
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,406
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Quote:
. Quote:
Anything that can make 1) the player value their ingame life more while not going to the Operation Flashpoint extreme of one life only can only benefit the game and 2) having a less 'complete and utter fantasy' game mechanic for healing is very important. People can poke holes all day long but the idea is compared to most suggestions remarkably straightforward - 1) remove magic healing bag from current medic and make him a full rifleman rather than a support class, 2) make helicopters and apcs heal when inside the vehicle, and 3) optionally create a super, dedicate medic class with minimal weaponry and whose purpose is to save tickets, heal and revive as a dedicated support class etc. The fear of change is very very strong it would seem beyond the cosmetic - adding a new gun skin will always be more acceptable than changing and experimenting with gameplay I guess. Saying it won't work is presumptious - how would you possibly know without trial and error ingame. Saying it's too complicated, impossible to implement and bad for teamwork are simply wrong - and besides these arguments are heard every single time a suggestion is made about removing an arcade vanilla BF2 feature and usually from the people who only end up playing the mod for a few weeks before losing interest. Personally, par example, I would remove rally point spawning completely or restrict it to only being possible if a squadmate is within a small radius of it and/or having a maximum limit of 6 respawns for the whole squad available - I can only imagine the terrible gnashing of teeth and screams of derision that would bring if it was suggested ... Maybe just maybe, the Tora-Tora-Tora mentality of players might be altered just enough that the concept of falling back and regrouping might actually be seen ingame. | ||
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#35 | |
![]() Join Date: Jan 2007
Posts: 366
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Quote:
Tish and piffle. It MAY be hardcoded, in which case all this is for naught, but it may also be possible. Your other remark is just daft, are you honestly telling me that having taken a non-fatal shot you never dive to the ground behind cover? If you get caught in the open whilst crawling to cover then thats too bad, but generally, people stay behind cover when engaging the enemy. | |
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#36 |
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Registered User
![]() Join Date: Nov 2007
Location: The Snowy Northeast
Posts: 7,406
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No, this probably isn't hardcoded. But it is many, MANY hours of animations work, assuming it can work at all. It would mean totally changing the damage system, so players would have more health, like 130%, but when they reach 30% left they would have what you described in the OP. That's assuming it can be done via python, which seems suspect to me, but then again I'm only superficially knowledgeable about the pythons.
Now, after all this work, some of which may not be possible, we end up with a system that basically means this: You get shot, you have limited mobility, and you need a medic to help you get back in the fight. What does this change again? Oh right, we get to CRAWL instead of having a smoke grenade tossed on our body and the medic comes to us. Two thumbs down. I'd give you more, but I'm out of hands. |
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[R-CON]creepin - "because on the internet 0=1" |
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#37 |
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PR Mapper Team
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Already Suggested Suggestions Thread:
*cough* 1. Defibrilators Unrealistc/Medic/Remove [in response to OP] 2. Surgeries/Field Hospitals. [in response to ambulance etc. ideas] *cough* How was this not locked sooner? Locked for resuggest. The DEV's have already said that defibs are gonna stay. This idea has come up thousands of times. The medic kit is there to keep up teamwork. Also, when it says you are "critically wounded" think of it as being moderately wounded and in need of basic assistance from a field medic. Once revived [read: given a band-aid for your booboo Sure defibs on a battlefield reviving every "dead" soldier is absolutely ridiculous, but it serves a different purpose than it shows by means of the defib and animation of shocking. Its NOT shocking your guy back to life. I swear it isn't |
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