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Old 06-05-2008, 12:07 AM   #111
DeltaFart

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Default Re: [Gameplay] Medics and healing dynamics

Hey guys for those who want to finish people, here's a notice.
One of the peace convnetions that many countries signed states that wounded enemy combatants will be treated in a diginified manner and given medical treatment for wounds. IN other words no stooping down to insurgents' level for the conventional armies!


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Biggest time killer :P

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Old 06-05-2008, 03:45 AM   #112
Teek
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by DeltaFart View Post
Hey guys for those who want to finish people, here's a notice.
One of the peace convnetions that many countries signed states that wounded enemy combatants will be treated in a diginified manner and given medical treatment for wounds. IN other words no stooping down to insurgents' level for the conventional armies!
US did not sign the geneva convention IIRC
Insurgents are not combatants if they do not have any applicable uniform of logo, ect. A combatant usually distinguish himself from civilians and carries arms openly. Not being a combatant denies the right to POW status/rights and may be shot.


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Old 06-05-2008, 04:31 AM   #113
PFunk

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Default Re: [Gameplay] Medics and healing dynamics

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Originally Posted by Teek View Post
US did not sign the geneva convention IIRC
Thats what they want you to think.

Geneva Convention Signees

Honestly, can you imagine right after WW2 after seeing the concentration camps anyone being able to politically justify not ratifying a convention on the treatment of human beings?


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PR.NATO.P*Funk

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Old 06-05-2008, 07:51 AM   #114
RedRusky
Default Re: [Gameplay] Medics and healing dynamics

Back To Topic, I like the ideas, but heres another one. Why not have the ability to drag a downed friendly to a safer revive position??? And someone had the idea of reviving the enemy, GOOD IDEA!!!, but what if then they respawn instead of stand up. That way you can recieve points for a kill, and a revive, AND ARREST!!!!



*off topic* The Next update should include buttons for range talking and invechicle talking.

Range can reach about maybe four block sectors, that way people not in squads can communicate. And for right now we could make it seem like garbeled radio transmition to the enemy. And vech channel so that if no one in your squad can help with a vech, someone else can join in and be helpful without having the time delay to react to text messages** anyone like the ieas, feel free to tweak also
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Old 06-05-2008, 07:56 AM   #115
hall0

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Default Re: [Gameplay] Medics and healing dynamics

Nice i like the change. If you need some seconds more you stay and you if not you give up
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Old 06-05-2008, 08:02 AM   #116
Smegburt_funkledink
Deputy Lead Tester (EU)
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by RedRusky View Post
Back To Topic, I like the ideas, but heres another one. Why not have the ability to drag a downed friendly to a safer revive position??? And someone had the idea of reviving the enemy, GOOD IDEA!!!, but what if then they respawn instead of stand up. That way you can recieve points for a kill, and a revive, AND ARREST!!!!



*off topic* The Next update should include buttons for range talking and invechicle talking.

Range can reach about maybe four block sectors, that way people not in squads can communicate. And for right now we could make it seem like garbeled radio transmition to the enemy. And vech channel so that if no one in your squad can help with a vech, someone else can join in and be helpful without having the time delay to react to text messages** anyone like the ieas, feel free to tweak also
Hey RedRusky, welcome to the forums.
Eventually you're gonna hear the term - Hardcoded. Meaning its not possible with the game engine.
Dragging downed, inter squad VOIP ( i think you mean) & vehicle comms are hardcoded. Soz Chap. Try the search function too ^


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Old 06-05-2008, 12:10 PM   #117
[R-DEV]dbzao
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Default Re: [Gameplay] Medics and healing dynamics

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Originally Posted by Sgt.Smeg View Post
What we need is some kind of action for the medic that appears to be "melee" ish that drops an invisible object (dressing) that destroys itself almost straight away. Obviously having infinite ammo of these that have the same de-glitching ability as the field dressings.

This weapon slot could be called "grab patient" or "slap" lol. It wouldn't necessarily need an animation either.

Already suggested? Weapon slots too valuable? Shit idea?
It's a nice idea, but yes it would require a weapon slot and that is expensive.

Quote:
Originally Posted by gclark03 View Post
Could it be a secondary function of the defibrillator?
I don't think that's possible, but would be something to look after.
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Old 06-05-2008, 12:54 PM   #118
TroyMcClure
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Default Re: [Gameplay] Medics and healing dynamics

Medics will like changes like this, there's much time to manage the situation. The "revive & heal" action is crucial, I hope the medic role will be less unattractive for a lof of players.


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Please, have patience... i'm a friggin italian
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Old 06-06-2008, 06:38 AM   #119
WeeGeez
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Default Re: [Gameplay] Medics and healing dynamics

Nice changes!

Also, how about being allowed to cal for a medic more than just twice??


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Old 06-08-2008, 02:22 PM   #120
=WFL= Sgt Bilko
PR Server License Moderator

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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by [R-DEV]eggman View Post
?? have you ever popped a military smoke? My experience is they take LONGER to fill the air than PR smoke (but once they do it's thicker and lasts MUCH longer than PR smoke).

There is no real life equivalent to the "insta smoke" in vBF2 (at least not that I am aware of being carried by infantry).

egg
Yes I have, served 15 months.

And yes I agree it was thicker and lasted longer but it also started of being thick at ground level pretty quick and then got volume upwards.

And NO I'm not referring to the insta smoke in vBF2 or other arcade shooters.


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