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Old 06-04-2008, 09:30 AM   #81
Smegburt_funkledink
Deputy Lead Tester (EU)
Project Reality Beta Tester

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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by Waaah_Wah View Post
IMO theres no point. Ppl would just fire a couple of extra bullets into the guy they just downed.
Ok, so you get 2 points for initially critically wounding an enemy. You may think pumping another bullet into them when down will benefit you but this means your victim'll lose his "give up" time, slightly shortening their spawn time.

Quote:
Originally Posted by Spec_Operator View Post
Isnt that against lots of rules of engagement anyway? If you include it, punish the player who does it.
How about if someone does "finish off" a downed enemy they lose 1 0r 2 points from their initial kill. You'd have to think about securing an area more, if there's no enemy in sight you'd leave the wounded to bleed to death.

I'd rather have all the enemy on the ground screaming for a medic than finish them off but the option would be sweet for some extreme situations, maybe.


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Old 06-04-2008, 09:40 AM   #82
Oldirti
Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by NickO View Post
This will work great if you make it so that the medic kits disappear immediately after the medic dies.

Otherwise you will be forced to kill every single person in a squad or one of them will have 60seconds just to defib every person. How will it work to play sniper now when if you kill the medic they can just smoke the whole map and then revive him by stealing his kit. It is unrealistic already that a soldier just learns in the process of half a second how to revive and bandage another soldier back to life but now this will happen all the time. It will basically be the same as it used to be with spawning on the squad leader only that rounds will last alot longer due to the fact that the tickets wont drain.

I havent even gone into how unbalanced this will be against the milltia faction who dont even have medics. They wont have any chance at all now to win because most of the time the infantry which you kill will just get revived. Fools road will be 10x more unbalanced than it is now unless you put a real army into that map instead of forcing the Milltia to play against a real army on a huge map where they have scopes and defibs and the millitia dont. The Millitia are only effective on smaller maps where there is 95% CQC unlike Fools road where they have no chance and they will have alot less of a chance now. Fuzzhead you are part of the PRT and you have seen twice now how unbalanced fools road is to the british side just because of the facts that they have defibs which save around 50 tickets a round (probably over 100 now) and the scopes which pwn the millitia iron sights any day.

I mean even to the most veteran players it is very rare that you come up on an enemy squad and you manage to wipe out the whole squad so that there isnt a single guy left who could (after these changes) just hide for 30 sec or so and then nick the medic kit and get reviving.

Just my opinion.
fantastic post man. It's true, but i think they're thinking of giving Militia defibs. This would also make it hell for an insurgent on albasrah.


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Old 06-04-2008, 10:01 AM   #83
[R-MOD]Spec
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Default Re: [Gameplay] Medics and healing dynamics

Is it possible to let a rifleman kit appear instead of the medic kit when a medic dies?
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Old 06-04-2008, 10:02 AM   #84
[R-MOD]Spec
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Default Re: [Gameplay] Medics and healing dynamics

(Cant edit, sorry for doublepost)

With rifleman kit i dont mean the one with ammo bag and grenades, just a kit with not more than a rifle, knife, binocs, field dressing and maybe somke grenades.
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Old 06-04-2008, 10:04 AM   #85
Smegburt_funkledink
Deputy Lead Tester (EU)
Project Reality Beta Tester

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Default Re: [Gameplay] Medics and healing dynamics

I had an idea a while ago to prevent people from picking up medic kits who don't have the 'training' because as we know, the defibs represent the ability to revive atm.

Stock Kits:

http://www.realitymod.com/forum/f18-...tock-kits.html

What if that worked?


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Old 06-04-2008, 10:12 AM   #86
[R-MOD]Spec
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Default Re: [Gameplay] Medics and healing dynamics

Though then the medic kit should be requestable at rally points so the medic player can get his kit back.
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Old 06-04-2008, 11:17 AM   #87
Doc_Markus

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Default Re: [Gameplay] Medics and healing dynamics

As I often play medic, I really like this.

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.

I'd rather like to see an headhotted guy being revivable too.
And now please don't argue about realism...

On another note I'd really hate to see people shooting downed players to prevent them being revived. This would really promote a style of playing and a kind of players I don't like.

If you want to prevent the downed soldier to be revived, go to his place, *clear and secure the area* and check his condition.

Maybe you could implement arresting downed players (like a civvie)? I'd like to see that, although I dont like the knifing aspect...
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Old 06-04-2008, 11:26 AM   #88
Rudd
Retired PR Developer
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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by Doc_Markus View Post
Maybe you could implement arresting downed players (like a civvie)? I'd like to see that, although I dont like the knifing aspect...
thats not a bad idea.


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Old 06-04-2008, 11:27 AM   #89
[R-DEV]marcoelnk
German Forces Mod Leader

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Default Re: [Gameplay] Medics and healing dynamics

Quote:
Originally Posted by NickO View Post
This will work great if you make it so that the medic kits disappear immediately after the medic dies.

Otherwise you will be forced to kill every single person in a squad or one of them will have 60seconds just to defib every person. How will it work to play sniper now when if you kill the medic they can just smoke the whole map and then revive him by stealing his kit. It is unrealistic already that a soldier just learns in the process of half a second how to revive and bandage another soldier back to life but now this will happen all the time. It will basically be the same as it used to be with spawning on the squad leader only that rounds will last alot longer due to the fact that the tickets wont drain.

I havent even gone into how unbalanced this will be against the milltia faction who dont even have medics. They wont have any chance at all now to win because most of the time the infantry which you kill will just get revived. Fools road will be 10x more unbalanced than it is now unless you put a real army into that map instead of forcing the Milltia to play against a real army on a huge map where they have scopes and defibs and the millitia dont. The Millitia are only effective on smaller maps where there is 95% CQC unlike Fools road where they have no chance and they will have alot less of a chance now. Fuzzhead you are part of the PRT and you have seen twice now how unbalanced fools road is to the british side just because of the facts that they have defibs which save around 50 tickets a round (probably over 100 now) and the scopes which pwn the millitia iron sights any day.

I mean even to the most veteran players it is very rare that you come up on an enemy squad and you manage to wipe out the whole squad so that there isnt a single guy left who could (after these changes) just hide for 30 sec or so and then nick the medic kit and get reviving.

Just my opinion.
200 % true


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Old 06-04-2008, 11:32 AM   #90
Doc_Markus

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Default Re: [Gameplay] Medics and healing dynamics

I'd like to add: Please make sure that punishments (like after a teamkill, killing a civvie,...) dont prolong your downtime. Or rather such actions lead to a complete loss of downtime.

And if you really want to add the ability to shoot an downed player (in extreme situations, like Smeg wrote), give them a warning and severe punishment like a teamkill or even worse, not simply a deduction of points (who cares about them anyways?).
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