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-   -   Medic class for FH2? (http://forums.filefront.com/fh2-suggestions/198869-medic-class-fh2.html)

Fake Shemp June 12th, 2005 08:46 AM

Medic class for FH2?
 
Seeing as how in the new system players can get points for healing and reviving other players, a medic class would now seem plausible. If there was a way to change the point values so that the points gained for healing would offset the lack of a weapon for the class (to make it more realistic), it could be a good use of one of eight classes the FH team has to work with now. Of course, the medic can still use the defibralators as a weapon (or, in lieu of those, for WWII, a hypodermic needle - think of what could be done if blurry effects could be triggered by being hit with a hypo)! The medic, naturally, would be shot at, possibly breaking the code of war, but d'you really expect Jerry to follow those rules anyway?

oscar989 June 12th, 2005 08:59 AM

Re: Medic class for FH2?
 
first off everybody in WW2 broka the rules of shooting at medics not just the jerries. read the history books first plz. and medics are stupid it doesnt take one poke with a needle and 'hey your head stops to bleed and you can start firing a gun again'!

LIGHTNING [NL] June 12th, 2005 09:37 AM

Re: Medic class for FH2?
 
Well, you'd have squad medics. They're in essence just a regular squadmember, except they'd carry additional medical equipment and less ammo and grenades. They'd be armed and would nor be marked with red crosses, so shooting them would be 'ok'.

Fake Shemp June 12th, 2005 11:29 AM

Re: Medic class for FH2?
 
Quote:

Originally Posted by oscar989
first off everybody in WW2 broka the rules of shooting at medics not just the jerries. read the history books first plz. and medics are stupid it doesnt take one poke with a needle and 'hey your head stops to bleed and you can start firing a gun again'!

Wow, someone's getting defensive. It IS a game, you know. I'm sure 3-hour long, realistic field medicine techniques would add a lot to the game experience. And I'm not saying that nobody other than the Krauts broke the rules of war, I'm just justifying the use of medics in the game.

DarthWoo June 12th, 2005 11:44 AM

Re: Medic class for FH2?
 
With the broader modding possibilities of FH2, it would be interesting if many of the wound/damage/medic ideas that have been proposed in the past, but had been likely impossible in the BF42 engine, were reconsidered.

For example:

-Up to about 50% health, everything is pretty much the same.
-Once a player has been injured to less than 50%, they start bleeding (slowly losing even more health), and have some other detrimental effects, including but not limited to movement restriction or visual effects.
-The medic can heal a player, but only up to about 51-60%, so any additional damage incurred after the healing will very likely still kill him.

The various amounts of damage from various sources would probably have to be seriously reworked to make the most effective use of such a system though. The rifles may not do an outright 1s1k in an arm or calf hit (though hopefully with BF2, some better ways of modeling penetration from the arm into the torso will be available), but it could still do just enough to push a player who is at 100% into the danger zone. I doubt it, but if some sorts of location specific effects were possible, that would be even better. (Like leg wounds slowing movement and arm wounds causing aiming problems.)

Ronin Pedroshin June 12th, 2005 11:50 AM

Re: Medic class for FH2?
 
Quote:

Originally Posted by Fake Shemp
It IS a game, you know. I'm sure 3-hour long, realistic field medicine techniques would add a lot to the game experience.

A good idea would be do it FH's way - combining realism with good game experience. I say it would be great if it was possible that for reviving a teammate would take a couple of seconds (5-15 or more) instead of an instant revival like it is now in BF2.
Of course the player being revived would have to stop being considered dead at the start of the reviving process or else he would respawn in the middle of it but with the new modding possibilites you never know...

Ohioan June 12th, 2005 12:20 PM

Re: Medic class for FH2?
 
DCR has a system where if you get injured your view darkens and you hear a feedback tone. Its an effective system that makes sure that if you're injured, you know it. It also affects your preformance.

Frederf June 12th, 2005 01:00 PM

Re: Medic class for FH2?
 
I was pleased with BF2's medic system. Why? It keeps squads together. Yes, it's arcadey, but adjust some values like time-to-revive, incapacitate-vs-die damage, ect and I'd like it in FH2.

It IS a little moot to be able to revive your teammates when the Squad Leader is right there as a spawn point, except of course when it's your TL that gets hit.

P.S. There's a difference between a medic and a medical specialist solider. The medic wear's a big flag saying "Hey, I save lives, that's all I do. Don't shoot." the medical specialist is a regular soldier that has the ability to perform medical duties. Does the medic belong in FH2? Probably. How about the medial specialist? Absolutely.

Archangel85 June 12th, 2005 03:29 PM

Re: Medic class for FH2?
 
Several possibilities to get a medic into the game. First, at least on the eastern front it was not that uncommon for medics to carry sidearms, since both sides didn't care about spoiling them. So an armed medic wouldn't be unrealistic. Second, as far as I know most armies during the war gave their soldiers a first-aid kit (band-aid, morphine, what do I know), so we can have regular soldiers drop little packs that give +10 health or something.

As for reviving, CPR Animations, hooking up an IV etc would all be nice and take some time (preferely with a charge meter that tells you how long it will take).

That being said, I can stll live very well with that medical spec. Soldiers. Would be a great idea.

D-Fens June 12th, 2005 03:32 PM

Re: Medic class for FH2?
 
dropping health packs is a bit arcady for my liking, but then so is health lockers and boxes


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