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Old 12-14-2009, 12:23 PM   #11
Heskey

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Default Re: Regarding Medics... Just throwing this out there...

Nimise, I imagine that would be a coding nightmare. You'#d have to code various levels of soldiers depending on the number of times revived and the max applicable health.

Also the suggestion is to make bandages stop bleeding, rather than healing you; means medics still have value in terms of topping up your HP with their goodies, but soldiers aren't completely useless in that their bandages will stop a bleed (where as ATM a bleed will not stop unless you're above X% HP)


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Old 12-14-2009, 12:25 PM   #12
Startrekern
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Default Re: Regarding Medics... Just throwing this out there...

No, for this to be viable, I think there has to be deployable medic tents at FOBs. The main base can sometimes be a LONG!(!!!!) way away on maps and getting there may be difficult or impossible.
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Old 12-14-2009, 12:30 PM   #13
Heskey

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Default Re: Regarding Medics... Just throwing this out there...

Yep, that's the idea Startrekern - If you can't get your team back to base, and the enemy is closing in, you're dead. A fact of warfare, I'm sure?

I think FOB medic tents aren't viable because FOBs attract fire power; they're not ideal for R&R; and if they were to be added I'd only suggest they heal 1/2 the amount as the main base station... But then you could argue they make medics redundant out on the field if fighting nearby a medic station, as the station could heal you to say 50% whilst a medic could only heal you up to the top of your bracket (19%, 39%) for example.


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Old 12-14-2009, 12:32 PM   #14
Startrekern
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Default Re: Regarding Medics... Just throwing this out there...

While I understand the wish for realism, the truth is, you aren't going to be able to be perfectly realistic.

With anything in PR.

Ever.



Therefore, Medic stations should heal you to the full 80% and would give FOBs another reason to be important, even on top of the .874d changes.
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Old 12-14-2009, 12:36 PM   #15
Heskey

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Default Re: Regarding Medics... Just throwing this out there...

I appreciate you won't get full realism, but you can certainly push the game engine, and the teamwork capabilities of the PR players to their limits =]

This is good though, good healthy debate.


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Old 12-14-2009, 12:41 PM   #16
Smegburt_funkledink
Deputy Lead Tester (EU)
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Default Re: Regarding Medics... Just throwing this out there...

Your massive stinky brain fart in the wind hasn't taken the multiple discussions about healing capabilities in BF2 into account.

From what I've heard from reliable Devs & coders, BF2 will not allow actions/triggers to stop healing at a certain %age. If this was possible, bandages would only stop bleeding and not heal you completely.

Basically, to reiterate, medikits can't be coded to only heal someone up to x%.

So I've heard.


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Old 12-14-2009, 12:42 PM   #17
Herbiie

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Default Re: Regarding Medics... Just throwing this out there...

Quote:
Originally Posted by [twl]Lan View Post
Why do I see a new placeable, the "Medic tent/bunker" at the FoB? That would make FoB's worth defending even more.
That's been suggested soooooooooooooo many times - it's just boring now.

If they do take away rallies (which they probably will be) then an inability to revive is just not a good idea... having to go back to the FOB just because someone was taken out is stupid and would just RUIN game play.

Also your 3rd consideration is kind of stupid - R&R? At an FOB (Main bases are FOBs) you will get no R&R, when you are off the battlefield at a place like Camp Bastion in Afghan - then you can have some rest.

As for the vehicles - great, even LESS troops on the ground than there already are - not good.

The warfare being depicted in PR will Never (ever ever ever) be like real combat - casualties are FAR more common in PR - even with the medic system as it is now far more people die than in real warfare - with this it will just be ridiculous, and will lead to EVEN LESS unit cohesion, much more lone wolfing, and less new players.

The only possible way I can think of having no reviving is to cut respawn time by alot (New players aren't going to want to sit around all the time just because they got shot while crossing the road).

Also - in real warfare if there is a man down you don't just leave him, someone DOES have to go out there and drag him back into cover (something which is not possible with the BF2 engine) and get him a casevac. The reviving represents all of this, including a casevac and a new troop going in - something which again is not possible with the BF2 engine without being ridiculous.

Also (I like also) the best teamwork that happens in PR is when a soldier is down and the rest of the squad are securing the position for the medic to revive him.


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Old 12-14-2009, 12:51 PM   #18
Heskey

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Default Re: Regarding Medics... Just throwing this out there...

A good counter debate Herbie, but less of the 'stupid' please!

On that, in terms of gameplay whilst the main base may still be a 'fob' in the region we can't exactly go off map to the Camp Bastion of Qwai etc, so the main base is a gameplay substitute.


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Old 12-14-2009, 12:53 PM   #19
Smegburt_funkledink
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Default Re: Regarding Medics... Just throwing this out there...

Everything in this suggestion is either a re-suggestion or something that isn't possible that has been discussed before.


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Old 12-14-2009, 12:56 PM   #20
Heskey

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Default Re: Regarding Medics... Just throwing this out there...

Confirmation from R-DEV please so I'll stop wasting my energy? Seems to be a few naysayers here but not known whether they're justified or just miserable


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