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Old June 15th, 2005   #51
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Default Re: A way to revive people in Fh2?

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Merged "A way to revive people in Fh2?" by sgtsuckyshot with " Medic class for FH2? " by Fake Shemp.
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Old June 15th, 2005   #52
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Default Re: Medic class for FH2?

Quote:
Originally Posted by schoolkid
It shouldn't come back by itself - morphine does not come from thin air. Maybe from a supply guy, I guess.
skill and makeshift bandages do. supplies (boxes, vehicles, soldiers) may cause abuse, while gradual regeneration does not. after all - the morfine doesn't help the poor guy much, it only eases the pain. hopefully the devs will try it out in action in the first couple of internals, and make a wise decision. personally i too prefer the idea of using supplies, but i don't want to rule out regeneration.

if possible: perhaps a way of reducing abuse: prevent people from using medics to top up the life all the time. life after medical assistance = life before assistance + assistance (ie 40%). if life before + supplies > 100% then life after --> (life before + supplies) - (life before + supplies - 100%)*2.

for instance, if the guy has 90% health, and gets a 40% boost, then that's 130%. however, instead of ending up with 130 he ends up with 130 - 30*2 = 100 - 30 = 70%. What's not used to heal the soldier is again subtracted.

Last edited by Arisaka; June 15th, 2005 at 09:27 AM.
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Old June 15th, 2005   #53
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Default Re: A way to revive people in Fh2?

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Originally Posted by Großadmiral Dönitz
Moderator note:

Merged "A way to revive people in Fh2?" by sgtsuckyshot with " Medic class for FH2? " by Fake Shemp.
Ye gods! I've created some sort of SUPER-thread!

I suppose the regenerating health kits would be a bad idea, but my solution is, give 'em lots of supplies to start with!

I think, when revived, players should go back up to 30% or 40% health, but have blurry vision for ten or fifteen seconds. Then, the medical bag (or whatever) can be used to give health to any living players. As for rifles, ahhhh, give 'em one, but make it a crap one (for the medical specialists, at least - they might get less health supplies than a full medic). Didn't the medic in Saving Private Ryan have like a carbine like the engineers do? Must watch that again...

I got it! Two seperate classes: one field medic (as a pick up kit), with more morphines, hypos and bandages than a specialist but with only a pistol and knife for defense, and a specialist (as a spawnable class), with more firepower than the full medic but less medical supplies. Or vice-versa, the specialist is a pick-up and the field medic is the spawnable class...


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Old June 15th, 2005   #54
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Default Re: Medic class for FH2?

I agree with spawning "semi-full-health" even Fuzzy Vision™ But not 10-15 sec. More like 5. You have to remember the majority of people even on this board (which are the more hardcore fans) decided 15 seconds was too long to SPAWN much less wait for their head to clean after being brough back from the-tunnel-with-the-light-at-the-end.

I like the current BF2 medic except for some things: Throwable medic bag = LAME. Non-infinate supplies, but ample. The medic isn't overpotent in BF2 as it is, so don't weaken it too much if you want him to be any fun at all to play. Just a fair warning from your friends at the Gameplay Dept.
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Old June 16th, 2005   #55
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Lightbulb Re: Medic class for FH2?

The whole field medic thing and medical specialist thing is a good idea. Fake Shemp's idea is a good one. The field medic should be spawnable with a pistol and knife and more supplies, and the medical specialist could also be spawnable and should have a rifle or carbine with a couple of clips, but fewer supplies, and no morphine.
As for morphine, it should take only a few seconds. Injecting a guy with a shot shouldn't take long, should it? Maybe you could make it so that the medic has to be there just for a second or two, but it takes a little time for the guy to regain control (simulating the time it takes for it to enter the bloodstream). It should give back 40%-50% health, make vision blurry, and should still bleed off over time, since it wears off and the pain comes back. Maybe also try and make it so that a guy can only be revived once. Also, if it's possible, try and make it so that you can only be revived after arm or leg wounds.
As for medkits, limited supplies, no self healing, and no droppable kits. If you want, you could make limited ones that can be dropped from trucks that medics can use to recharge their kits. Also, the whole bleeding thing is a good idea as well. Give medics some bandages to stop it, and get rid of any detrimental effects (reduced movement/sprinting from leg wounds, worsened aim/weapon sway from arm wounds). I think the healing limit should be 50% if health is <50% and 75-80% if >50%.
All of this is IMO, but I think they are good ideas, that don't lean too much towards realism or not-so-realism.
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Old June 16th, 2005   #56
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Default Re: Medic class for FH2?

Hmm, with the unlockable-weapons feature one might be able to make a choice for the would-be medic. Healpack, rifle, knife, ect or can swap weaponsets to have pistol +2 clips, knife, Healpack, revive ability.

One class, two options to be medic. One more armed but can't revive; the other less armed but can revive.

Balanced and kinda realstic.

Agree with limit on number of revives per life, no droppable packs, short fuzzy vision/immobility
Disagree on medical effects wearing off
Unsure about self-healing.

Hmm, make sprinting health-related? Lower than 80% health = no sprint?
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Old June 16th, 2005   #57
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Default Re: Medic class for FH2?

Quote:
Originally Posted by Frederf
Hmm, make sprinting health-related? Lower than 80% health = no sprint?
I should hope not! It would seem like the game was taking place underwater at that speed - maybe 1 or 2 could still run! Make it <60% to be safe.

About the unlockable kits, I've got two concerns:
1. This would make it so less skilled players would not have access to one of the medical-oreinted kits (which one, then?)

2. I'm not sure if the unlockable kit feature can be modded to change more than just the primary weapon in each kit - as that's what it could do so far, in the "unlocked weapons" servers I played before "The Great Crackdown". The anti-tank, for example, got an auto-shotgun instead of an SMG, but kept the SAW, grenades and knife. I'm not sure if amounts of supplies could be changed with that feature - but I guess it's up to the modders to find out!


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Old June 16th, 2005   #58
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Default Re: Medic class for FH2?

0. Ok 60% granted, or even lower. All my suggestions come with free reign to tweak them as needed.

1. They wouldn't be unlockable. The lock/unlock-based-on-experience needs a PlayerData tracking server. Not something that is likely to happen with FH2. They would simply be both be available at any time. A player would have to choose between a rifle vs the ability to revive. Both would have the heal-y pack.

2. From what I hear BF2 is way more moddable than BF42. In the BF42 mindset about modding I'd agree with you. If this was 1942 I'd say only the primary being switched was possible, but as of yet I'm keeping my faith in BF2's magical ability to mod anything.
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Old June 17th, 2005   #59
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Default Re: Medic class for FH2?

I still think that if you are hit in the legs, you lose sprinting ability, and that medic band-aids could be used to undo this. Same thing for weapon sway and/or worsened accuracy if you take a bullet to the arms.
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Old June 17th, 2005   #60
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Default Re: Medic class for FH2?

i would like to see, really slow natural healing over, long, long time. and increased healing speed from medics/lockers etc. but! still fairly slow. i think healing up shoud be quite costly time wise. healing up in 20-30 secs is really arcade imo


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