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Old 01-23-2010, 03:03 PM   #1
Slightchance
Default Insurgent Medics & collaborator kit

Should insurgents have medics and should collaborators be the medic? What does everyone think?

I think that insurgents should not have medics as there are probably very few who have the training to be a medic and the infrastructure (hospitals, medical evac, surgeons, and the like) are either non-existent, or are not as well developed as those of the conventional factions. This change would make insurgents "feel" more like an insurgent force instead of a mirror of other conventional factions.

I suppose I should include this as well. I think that the collaborators should instead of an epi-pen and medic bag should have 6-10 field dressings and an ammo bag. This would still let them heal and help the squad, and the extra ammo could be very useful when setting up ambushes (extra IED or mine), or for an RPG gunner it could give a few extra rockets. This would also solve the ROE problem in my eyes, as a collaborator giving ammunition to insurgents would be a "fair" target. Perhaps allowing them to place rally points would also be an interesting twist as it would simulate someone saying, "use my house as a base of operations" or "use my backyard to conduct meetings and to fight from". Which could also help some problems of insurgent spawning and would encourage squads to have a collaborator.
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Old 01-23-2010, 03:07 PM   #2
Rudd
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Default Re: Insurgent Medics & collaborator kit

having the colaborator carrying ammo could change the dynamic considerably, could be good, and would certainly make the collaborator even more indispensable.


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Old 01-23-2010, 03:11 PM   #3
Bellator
Default Re: Insurgent Medics & collaborator kit

Of course the insurgents should have a medic of some kind. PR ingame medics are unrealistic regardless whether they're in conventional armies or insurgencies. I'm quite sick and annoyed of dying from some stupid two-meter drop because no collaborators are around, so in my opinion the insurgents should have medic kit, but more simpler than the blufor medic kit. The insurgent medic might be armed with SKS, medic bag, shovel, and molotovs. Meanwhile, the collaborator kit should be removed entirely, and the hook should be given to the cell leader, perhaps. The insurgent medic would have no epipens, because the insurgents have no ticket loss from deaths, and also he wouldn't carry any patches.
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Old 01-23-2010, 03:17 PM   #4
[R-COM]H.sta
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Default Re: Insurgent Medics & collaborator kit

now this was a cleverly made up suggestion, to be able to post it the OP made it into a debating question where he fronts his oppinion, where it is really a suggestion and should be placed in the suggestion area, where the OP cannot post yet

I am a little dissapointed that you missed this Rudd... but hey no man(or Rudd) is perfect


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Old 01-23-2010, 03:23 PM   #5
Rudd
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Default Re: Insurgent Medics & collaborator kit

Quote:
Originally Posted by H.sta View Post
I am a little dissapointed that you missed this Rudd... but hey no man(or Rudd) is perfect
I'm not a MOD, but a lowly CON :P I would never rob the pleasure of modding from my collegues.


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Old 01-23-2010, 03:34 PM   #6
HMARS

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Default Re: Insurgent Medics & collaborator kit

That's what the field dressings would be for; the "medic bad" basically represents all the medical tech that modern well-equipped armies have access to, from plasma IV bags to nasal trumpets. Insurgents simply don't have these. Bandages, sure, but none of the advanced medical equipment the bag represents.
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Old 01-23-2010, 06:08 PM   #7
Snook
Default Re: Insurgent Medics & collaborator kit

Having an ammo bag would be a great idea, that would really help out the kit.

For the rallys... they can make hideouts at the moment, although they can't build it themselves.

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Old 01-23-2010, 09:48 PM   #8
[R-COM]rushn
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Default Re: Insurgent Medics & collaborator kit

they can have drugs or something instead of med packs
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Old 01-23-2010, 10:00 PM   #9
Total_Overkill
Default Re: Insurgent Medics & collaborator kit

Quote:
Originally Posted by rushn View Post
they can have drugs or something instead of med packs
Refilling stamina instead of health?
Or maybe some roid rage, so an insurgent can take more then 1 bullet before dropping dead!
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Old 01-24-2010, 12:13 AM   #10
Teufel Eldritch

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Default Re: Insurgent Medics & collaborator kit

I like the Collab just as is. Tho I do think there should be more severe penalties for killing one.

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