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Old 06-04-2008, 01:19 PM   #91
[R-DEV]dbzao
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by Doc_Markus View Post
Although I hope that I will not see an increase in headshots. I feel that too many players go for headshots (b/c they are 'leet') even now, and if this will be a way to circumvent the longer downtime, maybe the inclination will be even bigger.
Read the post. It's not longer downtime. Yes, you can stay down for long or you can give up and go to the same spawn time as if you were headshotted in the first place. It's the same time.
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Old 06-04-2008, 01:31 PM   #92
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Default Re: [Gameplay] Medics and healing dynamics

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Originally Posted by [R-DEV]dbzao View Post
Read the post. It's not longer downtime. Yes, you can stay down for long or you can give up and go to the same spawn time as if you were headshotted in the first place. It's the same time.
Understand my post.

I thought it would be most obvious that I do not mean that players would intentionally headshot *themselves* to shorten their downtime. I have yet to see one headshooting oneself *in PR*.

I meant players would be inclined to aim for the head of an enemy even more often, *if* this insta-kills the enemy and prevents him from being revived.

And I would not like everyone aiming for the head all the time.

Ok?
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Old 06-04-2008, 01:52 PM   #93
[R-MOD]KP
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Default Re: [Gameplay] Medics and healing dynamics

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Originally Posted by 00SoldierofFortune00 View Post
That's what I was thinking. The US or probably any country is supposed to care for the down or wounded, even if they are enemies. I think this would work if a squad was clearing a room and put some in the enemy as he was going down, but if he just comes across an enemy downed, how exactly is that realistic?
Have you read House to House by David Bellavia? He's not a good writer, but it's a good read anyway. According to him, the US Army lads put quite a few rounds into downed insurgents, just to make sure.


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Old 06-04-2008, 02:18 PM   #94
[R-DEV]bosco
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Default Re: [Gameplay] Medics and healing dynamics

Doesn't mean that's the normality.


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Old 06-04-2008, 02:49 PM   #95
[R-MOD]Spec
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Default Re: [Gameplay] Medics and healing dynamics

Doesnt mean its "allowed". Players would do it too, and get a longer spawntime and some minus points. Just like in real life, you can do it, but shouldnt do it.

It could even be made possible to revive a fallen enemy, but this enemy would then get an empty kit with only a field dressing to stop a the bleeding a bit and fall back to his rally point - that would give the medic some extra score and a reduced spawntime. (Or, if thats not possible, give the player who gets revived and shoots the medic a huge spawntime penalty and instant death)
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Old 06-04-2008, 02:56 PM   #96
Smegburt_funkledink
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Default Re: [Gameplay] Medics and healing dynamics

I like the idea of this 'variable' spawn time, kinda showing the downed player trying to stay alive or simply give up.

Hows abouts, Spawn times kept as they are without any change until you click..."medic!" then +10 seconds to your spawn time. You can only shout out every, say, 8 seconds or so 3 times after you're initially downed. The "give up" option is only given when you've bought more time.

This may seem kinda pointless but it might lessen the number of people that freak out at this new spawn time system and gives you 1 more thing to do when looking at the black screen of death.


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Old 06-04-2008, 04:45 PM   #97
PFunk

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Default Re: [Gameplay] Medics and healing dynamics

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Originally Posted by [R-MOD]KP View Post
Have you read House to House by David Bellavia? He's not a good writer, but it's a good read anyway. According to him, the US Army lads put quite a few rounds into downed insurgents, just to make sure.
Insurgents aren't people! Or at least they're not technically combatants... apparently. See the thing is that they are an enemy so dangerous that they need to be shot twice just to be safe... but they're not protected by laws we're supposedly fighting to protect cause of technicalities....

But then thats probably more realistic than the laws that we're thinking about incorporating into it.

Lets face it. Any actual rules or laws that govern war are unapplicable in a game that doesn't recreate the long term consequences that a career soldier would face.


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Old 06-04-2008, 05:18 PM   #98
Tirak

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Default Re: [Gameplay] Medics and healing dynamics

That's punishing SAW Gunners and Grenediers if you lose points for shooting downed enemies. The operative word for SAW Gunners is Overkill, they put lots of rounds into people, and although the opponent may go down after two or three, in a sustained burst, he'd be getting punished all the time, and Grenadiers area of effect attacks would mean the same thing.


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Old 06-04-2008, 05:22 PM   #99
[R-MOD]Spec
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Default Re: [Gameplay] Medics and healing dynamics

Then the effect could be disabled for grenades and for hits that go into someone only a few seconds after he went down. Maybe also disable it for SAW's, since they are pretty limited.

You "could" also ask the player if the punishment was justified, but then you'd need mature players...
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Old 06-04-2008, 06:10 PM   #100
[R-DEV]dbzao
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by Sgt.Smeg View Post
I like the idea of this 'variable' spawn time, kinda showing the downed player trying to stay alive or simply give up.

Hows abouts, Spawn times kept as they are without any change until you click..."medic!" then +10 seconds to your spawn time. You can only shout out every, say, 8 seconds or so 3 times after you're initially downed. The "give up" option is only given when you've bought more time.

This may seem kinda pointless but it might lessen the number of people that freak out at this new spawn time system and gives you 1 more thing to do when looking at the black screen of death.
We considered that, but there might be problems with this idea. I know I have a reason, but I can't remember it right now. I will take a look again later.
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