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FH2 Suggestions
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Old June 17th, 2005   #61
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Default Re: Medic class for FH2?

maybe instead of cabinets/boxes/ambulances healing soldiers they re-stock the medic's supplies instead? That way if the guy runs out he'll have to RTB for supplies or wait until someone drives new supplies over.

I'm all for the idea of medics, back when I played vanilla i was one of the three guys who would actually respond when someone called for a medic
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Old June 17th, 2005   #62
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Default Re: Medic class for FH2?

really if you want to talk realistic, if wounded you should be bleeding and dieing, losing health. and a medic, should just stop this lose of health, but not replenish it. so medics still get to save you, but no magic healing.


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Old June 18th, 2005   #63
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Default Re: Medic class for FH2?

i think i saw it posted before, but im not sure....just in case:

20-30 revive time to 30% health is rediculous when compaired with 20 spawn time to full health

i know we want something descent in terms or realism but, most people wont want to sit there that long.

also in terms of healing medics, dont think of health in terms of health. Think of it as in combat effectiveness, in FH if you shoot a guy in the foot three times he "dies" while in real life they probably cant walk for a good long time. So health is not actualy health
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Old June 18th, 2005   #64
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Default Re: Medic class for FH2?

I think medic should go like this.
Every soldier can drag another soldier by his Y straps or shoulder straps. If your going to take 15 seconds to heal someone or revive them, then they need to be in a safe spot. Also, alot of you guys dont understand that Germans did not shoot medics usually. Germans were very loyal people and lived up to their word. Same as americans. As for russian theater, they did shoot each other.

Medics should not be able to have a gun, they wear a medical apron, arm bands, and helmet crosses. If the enemy shoots a medic, the enemy will get a -2 score. Tell me what you guys think?
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Old June 18th, 2005   #65
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Default Re: Medic class for FH2?

10 second drag + 20 second heal = no thanks, ill wait 20 seconds to respawn at full health
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Old June 19th, 2005   #66
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Default Re: Medic class for FH2?

These are all great ideas. I personally think that there should be no revival, once you're dead, thats it...wait to respawn. However the bleeding idea (a la Americas Army and early DoD betas) is an excellent idea. I think the medic should be clearly marked with white cross on the arm and helmet. He should spawn with:

Knife
Pistol
Possibly a rifle such as the M1 Carbine
5x Bandages
5x Morphine Darts
Possibly 2 grenades

The bandages will be used to stop bleeding of a wounded soldier, and there is only a finite amount, which will be replenished at health cabinets which restock medical supplies only. The morphine darts can be used on wounded soldiers with 30% health and less. When a soldier reaches this health level, I think some sort of effect should occur, such as the blury screen or crosshair wobbles slightly or something. The morphine would stop this but can only be administered (sp?) once per man. A suitable speech macro would be needed saying that you need morphine. I think that revival of critically injured/dead men is out of the question. Obviously the medic would receive a point each time he helped a soldier using some of his medikit. You don't really need to be revived, its only about 15 seconds or so until you respawn anyway. In short:

Bandages/Field Dressings to stop the bleeding
Morphine to take away the effects of loss of large amounts of blood or horrific pain on the view of the soldier, dizzyness or blurry vision etc

This I think would keep it fairly simple and at the same time imo fun to play. Just need to make sure we don't turn the medic into a regular infantry class with an added medic kit. If it is a "corpseman" that performs this duty then they could have a rifle. After doing a bit of reading, corpsmen were US Navy sailors assigned to Marine units, the equivalent of medics, so forget what I just said.

Last edited by Agent_0range; June 19th, 2005 at 05:44 AM.
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Old June 19th, 2005   #67
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Default Re: Medic class for FH2?

Quote:
Originally Posted by Canned Bread
maybe instead of cabinets/boxes/ambulances healing soldiers they re-stock the medic's supplies instead? That way if the guy runs out he'll have to RTB for supplies or wait until someone drives new supplies over.

I'm all for the idea of medics, back when I played vanilla i was one of the three guys who would actually respond when someone called for a medic
I think your idea is pretty good.You could for example add ambulance vehicles such as the Siebel 204 A and the Siebel 204 D and ambulances/armoured ambulances wich act as a mobile resupply vehicle.

And if you heal someone you should be rewarded for doing so. Otherwise no one will heal teammates as there is very little reason to do so.

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Old June 19th, 2005   #68
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Default Re: Medic class for FH2?

I hear all this crap about fuzzy vision and blurred movement. DO NOT DO IT. I hate the tunnel vision in SH and stuff like that in other mods. It COMPLETELY ruins gameplay. Think about it, some jerk shoots 30 rounds out of his SMG at 300+ yards and ONE bullet hits you and u run around unable to see stuff. BAD IDEA. Happens ALL THE TIME in SH.

My Suggestion:
FH2 Medic kit(spawnable):
Knife
Carbine
Morphine needle
First aid kit
bandage

Ok, to heal some1: stick 'em with the morphine(left click), then apply the first aid kit (drop it) then apply the bandage (left click until he's at 100% health).

Maybe that's too complicated.

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Old June 19th, 2005   #69
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Default Re: Medic class for FH2?

Well, if one bullet hit you at 300+ yards, you'd still not be feeling your best, realistically. Obviously the amount of annoyance in fuzzy vision ect would be directly proportional to the damage either 1. the round does or 2. the health level you are at.

If you got hit by a SMG at 300+ yards... the damage would be near NIL; like a tennis ball strike. So no problem there.
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Old June 19th, 2005   #70
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Default Re: Medic class for FH2?

well respawn instead then...and get the +1 added to your death tally, and 1 ticket lose from team tickets. the point of healing, is so you dont get the deaths added to your stats, and lose of a ticket. so it should take atleast twice as long as respawn time. however, im for no healing at all (to arcade).... just have the medic stop you from dieing.


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