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Old 06-03-2008, 07:45 PM   #61
[T]Terranova7

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Default Re: [Gameplay] Medics and healing dynamics

This is indeed excellent news. I would most certainly push the timer way up to anywhere from 3 to 5 minutes. With a time like that, a medic could spawn in at main base, take up transport to the sight of some major firefight and start reviving other players. Such a strategy would be crucial when tickets become low.

Though, instead of saying "Give Up" I would choose something more straightforward like "Death", "Submit" or something. Give Up could end up being misinterpreted as a means to quit the game itself.


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Old 06-03-2008, 08:22 PM   #62
[R-DEV]OkitaMakoto
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Default Re: [Gameplay] Medics and healing dynamics

"Forfeit Revive"?

Something that explicitly states what they are soing... give up is a bit general :P Not that its bad... once people know, they will know anyway... Upon release, just please, every forum goer, try to explain it to your squad... we do it well enough at the start, we get passed the annoying stage a bit quicker. :P


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Old 06-03-2008, 08:57 PM   #63
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Default Re: [Gameplay] Medics and healing dynamics

sweet


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Biggest time killer :P

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Old 06-03-2008, 09:11 PM   #64
IAJTHOMAS

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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by Sgt.Smeg View Post
Rather than "Give up" have... "Step into the light" lols

I've done a quick search regarding this next suggestion, found lots of threads with "wounded, kill, etc..." and fear hardcoded issues...

I was thinking about being able to shoot critically wounded people, waiting to be revived. If you can't finish them off due to HC, what if when you shoot a downed player (critically wounded), they "give up" that 30 seconds of this new extra time?

Hardcoded? or is it possible to kill or take away "give up" time to a downed player with a gunshot?
I think adding the warcrimes tribubal needed to realistically impliment this nay be hardcoded...


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Old 06-03-2008, 09:21 PM   #65
[R-DEV]fuzzhead
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
is it possible to kill or take away "give up" time to a downed player with a gunshot?
yes its possible... im undecided yet whether it would bring a good or bad thing for gameplay..
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Old 06-03-2008, 09:26 PM   #66
Waaah_Wah
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by [R-DEV]fuzzhead View Post
yes its possible... im undecided yet whether it would bring a good or bad thing for gameplay..
IMO theres no point. Ppl would just fire a couple of extra bullets into the guy they just downed.
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Old 06-03-2008, 09:45 PM   #67
00SoldierofFortune00

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Default Re: [Gameplay] Medics and healing dynamics

Still no scopes I see lol.

"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
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Old 06-03-2008, 10:00 PM   #68
eggman
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by [R-DEV]fuzzhead View Post
yes its possible... im undecided yet whether it would bring a good or bad thing for gameplay..
I'm not

Cheers!
egg



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Old 06-03-2008, 10:04 PM   #69
maverick551
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Default Re: [Gameplay] Medics and healing dynamics

Great news here. But I would think that a critically wounded person could still have some sort of visual other than a black screen. Anyways great work! Keep it up!


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Perpetual peace is a futile dream."
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Old 06-03-2008, 10:08 PM   #70
[R-DEV]fuzzhead
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
IMO theres no point. Ppl would just fire a couple of extra bullets into the guy they just downed.
exactly...
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