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#1 |
![]() Join Date: Aug 2007
Posts: 1,061
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So I got to thinking, I hate it that a field dressing actually heals you, rather than removing the bleed effect. I know it's a game thing, but I got to thinking of ways around it.
If it is possible, an 'Anti-Bleed' effect could be applied to dressings: If bleed takes 5 health (out of 100 max health) per second, if you were to drop a field dressing it wouldn't heal you at all; instead, it would heal 5 health per second, counteracting the bleed. Of course, only one effect of this at a time would be preferred (if it stacked, an officer could recieve 15 health per second after using all of his bandages, 1 counteracting bleed and 2 others magically removing his wound.) My thought is that this effect would last until a specific condition is met: (1) X amount of time passes. This should be enough time to link up with a medic of the team. (2) Second Dressing applied (to stop the effect from stacking) (3) Take damage again (above a certain amount, equal to being shot, so that stubbing your toe doesn't cause your bandaid to fall off, perhaps?) The field dressing would no longer heal whatsoever, meaning that it would be something to really force you to find a medic soon before your field dressing stops working, rather than it being a way to heal yourself and get right back into the fight like you scraped your knee. Any feedback on whether it's possible to do at all would be awesome. |
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#2 |
![]() Join Date: Jun 2007
Location: Saint Louis, MO
Posts: 4,264
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I really like the idea, but am unsure of how possible it actually is.
If it works though, it makes a medic so much more important without actually doing all that much to the medical system. |
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#3 |
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U great idea,
wonder if it could work in the game/engine ? |
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#4 |
![]() Join Date: May 2006
Posts: 253
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Great idea! You could have the multiple bandages stack the regen rate but then have it completely stop once it reaches the level just above the bleed point, therefore trading off the use of multiple bandages with a quicker stem of the bleeding?
Or just have a bleed condition that is set to off when a bandage is applied? (probably not possible with the engine) |
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#5 |
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i read the title and i FULLY AGREE!!!!! lol the field dressings suck soo much they need to heal more
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#6 | |
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Retired PR Developer
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Quote:
basic first aid training just says if blood comes through the first bandage, put another one on, if it comes through again, replace both with a new bandage. I'd like a system that better portrayed how dressings are a stop gap measure, like how the OP describes, but field dressings aren't magic, their portrayal ingame and in the OP's suggestion is a very generous portrayal of their capabilities, though the OP's is superior ot the current system. Though I'm not sure its doable according to my limited knowledge. | |
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#7 |
![]() Join Date: Sep 2008
Posts: 2,197
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Replace field dressing with quickclot.
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#8 |
![]() Join Date: Apr 2009
Posts: 1,417
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Field dressings should just stop you from losing health for two minutes or so. After that, you start bleeding out again.
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#9 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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need, i believe i may have suggested this before...or just thought about it but yes i totaly agree, somehow make it so then the field dressing instead of healing only stops bleeding
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#10 | |
![]() Join Date: Aug 2007
Posts: 1,061
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Quote:
The idea is to make field dressings only prevent further bleeding, requiring you to visit the friendly neighborhood medic, whereas quickclot would simply stop the bleed altogether, meaning that a player could drop the quickclot, get back up and start shooting again. That was addressed in the post. This anti-bleed effect would terminate after either X amount of time passes, you attempt to apply another patch (which renews but does not stack the effect), or if you are shot again. | |
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| Tags |
| bleeding, dressings, field, stop, top |
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