Forgotten Hope Public Forum

Forgotten Hope 2 => Suggestions => Topic started by: [130.Pz]S.Lainer on 03-04-2012, 09:04:39

Title: Medics
Post by: [130.Pz]S.Lainer on 03-04-2012, 09:04:39
So medics in FH2?  I am not thrilled with the loltastic shooter path FH2 seems like it is going down but if we are going down this dark path I would like to see medics for some more team orientated play.  What do you lads think?
Title: Re: Medics
Post by: titsmcgee852 on 03-04-2012, 11:04:58
Loltastic shooter path? What do you mean? I'd say FH2 is quite tamed compared to a great deal of other shooters I've played. On the topic of medics, I've never used the medic kit. Never found it useful. You either die in one shot, or repair yourself with the bandage and die the next. Bearing in mind I only play SP, so it is probably different online.
Title: Re: Medics
Post by: sn00x on 03-04-2012, 11:04:00
the No sayers, are just god damn ignorant.
Title: Re: Medics
Post by: ajappat on 03-04-2012, 12:04:47
Because we didn't get to try medics enough in BF2? If the revive process could be made bit more lenghty, why not, but doupt it's possible, because PR would already have it so. I simply don't want to see medic rushing to body in middle of street, stab body with something and both run for cover. No thanks.

And don't tell me that people would then require long healing before being in combat shape. PR has reviving and even there we have these awesome combat medics summoning people back to life and middle of firefight, healing them in to full health in no time  :-X

One idea could be, that taking care of fallen team member would shorten the spawn time for him, not take him back to life.
Title: Re: Medics
Post by: Ts4EVER on 03-04-2012, 13:04:49
I made a suggestion like that internally. I'm not a big fan of having medics running around in every squad, especially if they have only a pistol like irl, since that takes away from general squad cohesion. BUT I would like to see the revive function used.
Here is what I figure: SL spawning as it works right now sucks. Basically the squad leader has to hide for maximum efficiency, thus creating frustrating situations like party bunkering. It even kind of breaks maps: Team sps were introduced so players can not spawn in certain objective zones and sl spawning has the potential to break that (and it does in practice).
So I'd say: Give the squad leader the revive function. Don't call it revive but "rallying". Make a sound effect for it like "Get back into the fight soldier, that is an order!". That way:

- The squad leader had to make a decision of either using his weapon or keeping his team up
- He has to actively do something to keep his squad running
- He has to keep close to the front and his squad instead of hiding in the little kitchen of normandy static #26
- He can get points for actually playing the role he is intended for
- He is still vital for the survival of his squad in a unique way

Only draw back: It is harder to keep people together once somebody actually dies.
Title: Re: Medics
Post by: jan_kurator on 03-04-2012, 14:04:53
I would like to see medic with a med pack which could heal you in combat situation and with few additional bangades which he could simply give to wounded soldier and take care of another wounded (like it is now). I HOPE we will never see reviving possibilty like in vBF and PR. Why? Because when you're criticaly wounded medic can help you but you probably won't be able to fight any longer, he's role is to save you from dying on the battlefield.

So, my suggestion is to:

- place more medic pickup kits on maps
- give them medic pack with possibility to heal (would be great to make them see icon with health status over their comrades' heads)
- to make medic class really usefull, extend bleeding time when you're wounded (soldiers dies too fast now)
- to make bangades more usefull give 3D map icon over them like in BGF mod (it would prevent from accidental taking others bangades or make it easier to find one when someone gives you his):

http://i859.photobucket.com/albums/ab151/kurator91/bangade.jpg (http://i859.photobucket.com/albums/ab151/kurator91/bangade.jpg)
http://i859.photobucket.com/albums/ab151/kurator91/medpack.jpg (http://i859.photobucket.com/albums/ab151/kurator91/medpack.jpg)
Title: Re: Medics
Post by: Captain Pyjama Shark on 03-04-2012, 15:04:00
I already like the current medic kit!
Title: Re: Medics
Post by: Yustax on 03-04-2012, 16:04:24
I already like the current medic kit!

It fails. Just a bunch of bandages and a pistol.

I recommend that the medic kit would be an smg for close quarters, a bayonet or knife or spade for defense, more bandages and perhaps morfin to revive people in a lenghty way, but I would like a better kit. And those who say that they liked it is because they really never use it, because with just a pistol, nobody wants to use it.

The ones voting no are really ignorant.
Title: Re: Medics
Post by: Fuchs on 03-04-2012, 16:04:50
I am god damn ignorant!

Medics like this are useless, yes, but adding the reviving system to FH2 would kill thousands of kittens. Something I would like to see is like a 'healing box' the medic can drop. Like the ammo box but then it stays on the ground for a while and heals those who get close to it for a short period.

And I agree with CPS, I like the kit. It gives an epic feel running over a map with only a knife, a pistol and a shitload of bandages.
Title: Re: Medics
Post by: Yustax on 03-04-2012, 16:04:20
And I agree with CPS, I like the kit. It gives an epic feel running over a map with only a knife, a pistol and a shitload of bandages.

Yeah right, it's why I had never seen someone using the medic kit.
Title: Re: Medics
Post by: sn00x on 03-04-2012, 16:04:38
Limit the kits to 2-3 medics per team?
Title: Re: Medics
Post by: Playah on 03-04-2012, 16:04:35
Bf2 style? No. More like PR style? Yes.
Title: Re: Medics
Post by: Jimi Hendrix on 03-04-2012, 16:04:15
Fh2 has been developed with balance and realism in mind.

 The game features vehicles & kits that have counterparts.

 The maps were designed with balance in mind.

 If mobile vehicles/fixed positions can be repaired, then a soldier should be too.

 
 - Reviving is too much & not in the spirit of FH2
 - Squad leader NCO kits has 2 bandages. Maybe increase to 3
 - Add a Field Hospital with a few medic kits instead of spreading the kits all over the place where nobody can find them.
 - Mobile Ambulance. Soldiers can heal themselves beside it or it can resupply bandages only
 - Modify ammo to resupply ammo only


 8)
Title: Re: Medics
Post by: Fuchs on 03-04-2012, 16:04:10
And I agree with CPS, I like the kit. It gives an epic feel running over a map with only a knife, a pistol and a shitload of bandages.

Yeah right, it's why I had never seen someone using the medic kit.
Opinions are opinions and even 2 people can have an opinion nobody else has.
Title: Re: Medics
Post by: evhgear on 03-04-2012, 17:04:30
Add a Medic kit like in BF2 and BF3 ?? Personnally I found it extremly boring in BF2 and BF3 and IMO it doesn't fit at all in FH2. I hope this will never be in FH2, but some alternative could be a lot more interresting.

I like the mobile Ambulance tought, so when you drive a M3 half-track you give ammo to soldiers standing around him plus it heals people. But for the field Hospital, will it be really usefull ? Does somebody will run to the front to the main base to go heal hisself ? Maybe at each spawnpoint there could be a "field hospital tent" healing box that works like the ammo kit.
Title: Re: Medics
Post by: Yustax on 03-04-2012, 17:04:18
Even if reviving never comes to fh2. I would like a medic kit with a carbine, a semi auto rifle or an smg pistol, knife and a bunch of bandages, at least 16. The idea of healing in a half track is interesting too, perhaps press a button to unload medical supplies that heal.
Title: Re: Medics
Post by: ajappat on 03-04-2012, 18:04:12
Bf2 style? No. More like PR style? Yes.
Couldn't help from laughing at this comment.

It's pretty much same system. In PR it takes even up to 10 seconds (if even that) to be back in action.
Title: Re: Medics
Post by: LuckyOne on 03-04-2012, 18:04:31
Give medic a decent weapon/make it limited spawnable, increase bleedout time, give him a medkit to heal people with ability to see teammate health and it will at least become a bit useful...

Revival doesn't fit here but the idea of reducing squadmate/teammate spawn time is good... Although I don't know if it would work...
Title: Re: Medics
Post by: Ts4EVER on 03-04-2012, 18:04:50
Healing damage is soo not useful in FH2. When are you damaged in FH2? Other than jumping out of a window. You are either dead or healthy, or bleeding in like 5% of cases. You don't need to waste a whole spawn slot for 5%.
Title: Re: Medics
Post by: LuckyOne on 03-04-2012, 18:04:39
Healing damage is soo not useful in FH2. When are you damaged in FH2? Other than jumping out of a window. You are either dead or healthy, or bleeding in like 5% of cases. You don't need to waste a whole spawn slot for 5%.

I didn't mean a whole spawn slot but like dual spawn with the NCO... or something similar. But I remember that being really hard to make so it probably isn't worth it...
Title: Re: Medics
Post by: jan_kurator on 03-04-2012, 19:04:02
I would just add more pickup kits and place them in sensible place, easy to find, like main bases.
Title: Re: Medics
Post by: Gunnerz on 03-04-2012, 20:04:02
Medics are not usefull at the moment.
But if we have medics we first should have a better damage system for infantry.

Title: Re: Medics
Post by: Playah on 03-04-2012, 21:04:28
Bf2 style? No. More like PR style? Yes.
Couldn't help from laughing at this comment.

It's pretty much same system. In PR it takes even up to 10 seconds (if even that) to be back in action.

That's what i ment. Keeps the gameplay away from being too arcade and not too slow..
First revive and then heal.. What's so funny about it
Title: Re: Medics
Post by: ajappat on 03-04-2012, 21:04:23
What's so funny about it
Fact that it is just as arcadey in PR as in BF2.
Title: Re: Medics
Post by: sheikyerbouti on 04-04-2012, 00:04:35
 I like the idea of Field Hospital's / aid station,
all you need is a red cross plastered over the existing green tents that we have in game.

 As an aside, "would we be having this discussion right now if the commander features had not been so severely diminished in the last couple of patches?"
Title: Re: Medics
Post by: Ts4EVER on 04-04-2012, 00:04:28
Yeah but how would that work in practice? Why would somebody run to a tent somewhere if they could just throw down a bandage or respawn? And you can't very well add a tent like that too every flag on every map.
Title: Re: Medics
Post by: sheikyerbouti on 04-04-2012, 01:04:34
 The best way to imagine the solution is not as being omnipresent at each and every flag. The aid stations were not set up willy-nilly in real life so why would the game make that very assumption. Just put the aid stations in the right places and people will use them all the time.
 
example: Operation Luttich> put an aid station near one of the central flags.

ex: Lebisey> one field station in Caen (city proper), perhaps one for Grentheville and another at the Farm

ex: Ramelle> one field station on Yankee side of the water and one more on the German approach,
perhaps at Crossroads to entice the early capture by Americans thus negating the annoying trait people have nowadays of avoiding the flag in order to prevent the second Tiger from spawning.

ex: Fall of Tobruk > aid station near the central Hotel flag, might help spread the action around and would definitely influence German footsoldiers towards its' early capture and could help consolidate Allied defences of that very same flag.

 Almost every FH2 map has areas that are more concentrated with infantry based action and logically, that is where any aid station's should be put. I would hazard the opinion that this solution is easily implemented, provided we don't overthink the playerbase and their behaviours.
Title: Re: Medics
Post by: Yustax on 04-04-2012, 01:04:51
I just would like a medic kit with an smg, pistol, melee and 16 bandages. Would be very useful and at least people would use it, not like right now.
Title: Re: Medics
Post by: Dukat on 04-04-2012, 01:04:21
When a soldier was wounded in WW2, he was off. For days, weeks, at least for the rest of the battle. Why should we be able to revive people in FH2? That isn't realistic at all.

And I'll never forget my PR expiriences. I crawl around corner, I get shot, I lie there for a minute, medic comes and revives me, but before I can move at all I get shot again by the same enemy watching my body. Then the loop to infinity. After 5 minutes of lying dead at a random street corner staring on a blurry screen I was pissed for the rest of the day.

So I'd say: Give the squad leader the revive function. Don't call it revive but "rallying". Make a sound effect for it like "Get back into the fight soldier, that is an order!". That way:

- The squad leader had to make a decision of either using his weapon or keeping his team up
- He has to actively do something to keep his squad running
- He has to keep close to the front and his squad instead of hiding in the little kitchen of normandy static #26
- He can get points for actually playing the role he is intended for
- He is still vital for the survival of his squad in a unique way

Only draw back: It is harder to keep people together once somebody actually dies.

I'm not getting it. When I have the choice between jumping into the line of fire and reviving people or hiding in the little kitchen of normandy static #26, spawning people there, I'll stay in the kitchen.
Cp:
(http://www.awifeonline.com/wp-content/uploads/2011/05/woman-cooking.jpg)

You know what? You want medics running across the battlefield? Make dead bodies lie on the ground for 3 minutes. Add reserved slots 65 to 70. Three reserved slots per team. Add 3 dedicated ambulance vehicles per team locked for common soldiers. Add a button in the serverbrowser "play medic now". Once you joined as medic, bodies will be highlighted on the 3d map like flags or s-mines. Once a medic has reached a body, the body will disappear, giving some sort of bonus to the team. If you kill an enemy medic, you will not get a point, but you won't get a penalty either. If you add medals and rewards for doing medic jobs, people will even wait in queue just to play the medic. Profit for everybody. Plus: If you scream 'medic', there might be even the chance for a medic to show up.

But wait. That will never happen. Because it breaks with the common path FPS game developers are going for a decade now.
Title: Re: Medics
Post by: sheikyerbouti on 04-04-2012, 02:04:21
""When a soldier was wounded in WW2, he was off. For days, weeks, at least for the rest of the battle.""

 Not so fast, it depended entirely on the gravity of the wounds suffered, the opinions of medical staff and most notably the situational demands of an ever-changing battlefield. One of my best friends fought in Burma for the entire war (wounded several times) but never saw a hospital unless he was on rest and recuperation in Rangoon (Yangon). Anecdotally, I can recount numerous occasions where a veteran has told of being wounded, yet was never treated any further than the nearest aid station or command post.


 For the AMIS, a typical medic situation would have basic dressings applied in situ by a medic, followed up by aid station attention and then evacuation by ambulance to a field hospital (but only if necessary). I cannot speak of the German modus operandi but I would assume their tactical demands (being as pressed as they were on most fronts) would have dictated that 'walking wounded' were put back into the fight to help in any capacity possible.


 An aid station/ CP combination in my opinion would better serve the gameplay than trying to revive the medic kit which has been an epic fail since day 1 of FH2.
Title: Re: Medics
Post by: Dukat on 04-04-2012, 02:04:15
Ok, let me change it. "When a soldier was heavily wounded in WW2, he was off, unless wounded lightly, because then a field dressing applied (at the aid station or command post) would do the trick." I think this resembles the code of practice in FH2 very well, doesn't it?
Title: Re: Medics
Post by: Surfbird on 04-04-2012, 03:04:06
Yo guys,
started playing FH2 again recently, read this thread, registered and wanna let you know my opinion:

I think, that adding a medic that can revive people is does not fit the gameplay at all. So, if we try to have an alternative form of medic, we got to consider that it is actually useful without being able to revive.

The thing is: Those little bandages arent useful enough to create a medic class that actually makes sense.

As Ts4Ever stated already, there is something like a 5 % Chance that there is a wounded soldier you can give your bandage to. Now has that soldier a bandage for himself, so he does not need your bandage.

=> The medics bandage is needed when you are wounded 2 times in a row, which is incredibly unlikely to happen.

=> So, if there is a medic class, either the soldier's health system or the way medical healing (the way bandages work) has to be reworked. Probably both. Before that did not happen, it does not make any sense to add a real medic class/kit.

=> The halftrack thing sounds good, but again: Not with this type of taking damage. You heal up for yourself in most cases. Medical Halftrack is not needed.

=> Overall question for me: Is it worth it to rework the whole damage/health system because people want to have a medic added to the game ? I dunno.

So in my opinion its more of a discussion about rework or not rework that system, because to me there is no solution to succesfully add a medic without changing that system. And i dont know if id like a new system, dont get me wrong, i do not want to pledge for creating new health system, i am fine with the current, still propbably that thing should be discussed first.

Long story short: There is no kind of medic, that makes sense with the current system of taking damage and the way bandages work.

Sidenote: Give the current medic kit, as suggested before, a real weapon, so people who think they can be useful with 15 bandages can "use" them and still be able to fight.

cheers
Title: Re: Medics
Post by: Yustax on 04-04-2012, 03:04:50
Epic first post  8) Agree with all points.
Title: Re: Medics
Post by: gavrant on 04-04-2012, 05:04:44
^ 100% agree with what Yustax said about Surfbird's post ;)

Sidenote: Give the current medic kit, as suggested before, a real weapon, so people who think they can be useful with 15 bandages can "use" them and still be able to fight.
My suggestion is: besides a real weapon, give the medic a healing 'aura' instead of 15 bandages. Something like commander's ammo drops work now: if there is a friendly medic within, say, 5 or 10 meters, your non-fatal wounds are healed automatically. Giving bandages to others is a rather complex process: a patient should shout 'Medic!', a medic should find the patient and drop a bandage, the patient should find the bandage, all this within several seconds.
Title: Re: Medics
Post by: Yustax on 04-04-2012, 07:04:35
My suggestion is: besides a real weapon, give the medic a healing 'aura' instead of 15 bandages. Something like commander's ammo drops work now: if there is a friendly medic within, say, 5 or 10 meters, your non-fatal wounds are healed automatically. Giving bandages to others is a rather complex process: a patient should shout 'Medic!', a medic should find the patient and drop a bandage, the patient should find the bandage, all this within several seconds.

Lol, dont take this badly, but that sounds like an rpg game wizard class that with a healing ability.
Title: Re: Medics
Post by: gavrant on 04-04-2012, 07:04:53
;D Well, we already have a wizard who casts fireballs and ammo giving spells when there is enough mana. He's called a commander.
Title: Re: Medics
Post by: Yustax on 04-04-2012, 08:04:27
;D Well, we already have a wizard who casts fireballs and ammo giving spells when there is enough mana. He's called a commander.

Like a sir!
Title: Re: Medics
Post by: Potilas on 04-04-2012, 12:04:46
Please dont bring necromancer in the game! Forever no.


There is one type of magical unit which I could accept... MONK!

Type: pickup kit
maps located: Sfakia (monastery) Krete (monastery)
Weapons: none
Ability: Prayer. When ability activated your team loses no tickets when soldier is killed near the monk.


We have one joke kit so why not do another. Actually im pretty serious with this one ;D
Title: Re: Medics
Post by: Harmonikater on 04-04-2012, 14:04:28
you shan't make fun of the gold! GOLD! GOOOOOLD!!!!
Title: Re: Medics
Post by: default_player on 04-04-2012, 16:04:48
glad this is getting shot down, I say get rid of the wrench while at it. Nothing worse than a full fledged armor engagement taking place, drilling some armor to over halfway critical and having some brit in shorts dash out and magically repair the entire tank literally in seconds by cranking on thin air with a small adjustable wrench intended for small puny fasteners. 
Title: Re: Medics
Post by: Wakain on 04-04-2012, 16:04:34
I agree with Surfbird, though prefering cutting the current medickit above giving it real weapons.
While I was at it, I read though the previous page as well. The idea of an aidstation sounds nice, but again: Who would be in a position to use it? Aidstations realistically would be placed more or less far behind the lines (were the most fighting would take place) so when wounded one would have to somehow get back to main and heal up.

In most cases you're dead with one shot, hiking back to base for minutes wouldn't make any sense as in most situations it hardly makes difference if you're on 10 or 100 percent health. This is also the problem with the current medic system so as Surfbird already mentioned, for anything related with healing to actually work, be worth it, the current system would need to be altered, and, in my opinion, heavily. Worth it? I'd say no.
Title: Re: Medics
Post by: hitm4k3r on 04-04-2012, 17:04:00
The idea with the limited selectable spawnkit like the NCO kit would fit the best. Give the choice between engineer kit and medic kit and people will choose the right kit for their gameplay style since these are the supportive classes in this mod. If you are more inf combat orientated you can choose the medic kit with a "real" weapon (Thompson or MP40 or what ever) and a shitload of bandages or a medic bag. What just breaks the funktion of the medic atm is the lack of a proper weapon as Yustax mentioned and the ability to see the health of the friendly units. Just give the medic this ability and it will be even more useful. I experience alot of situations where players only get damaged and not killed, so the functionality is still given.

If you want to have a medic in your squad, why the hell shouldn't this be possible. It isn't an OP class like the sniper. It isn't restricting the gameplay at all. Only thing I would like to see to make it dependend on the player count in a squad though I don't know whether this is possible with this engine. Only full squads will get the chance to have a medic -> could be a solution for the teamplay orientated players and to force the players to team up in squads in a quiet natural way. This system is used in Casus Belli to give the NCO or SL special abilities and it works very well. In this way a full squad isn't only a more dangerous opponent in combat - it is just more powerful at all to team up in squads.

But please don't add the possiblity to revive players. I see it the same way as Dukat explained it earlier and it is represented quiet good in this mod with the current bandage system. But in this very few situations when you need a medic, the medic isn't there at all. But imagine a player in your squad calling for a medic with an icon over his head because he is bleeding and you will be able to heal him with a medic kit. This will not happen very often in this game, but it will be a very nice little detail if implemented.

So finaly, I am for refining the medic class and some proper tweaks but do not give the possiblity to revive. I want FH2 to be still a mercyless game. Easiest way is to give him a better weapon if nothing else works since this is the point that makes this class so senseless atm. Also give SMG's the possibility to suppress the enemy (working shaders with more disturbing effect) and the supportive role will be given.
Title: Re: Medics
Post by: Surfbird on 04-04-2012, 18:04:27
Well, as I said for myself, i agree on giving the current medic kit a better weapon and add it to more maps and more locations.
As long as it is there as a kit.

When you give away the better Weapon, lets say a Thompson/MP40 and make the medic a spawnable unit, then lots of people will just pick it up to get a nice smg and most people will still not have any benefit from all that bandages. Of course it would work as long as the medic class is restricted, but it still makes people get a smg, when the aussalt class limit is reached for example.

I got the feeling that some people here just want a medic class, no matter the cost.
To me it comes down to the definition of a medic. Do we need a class that throws around useless bandages and claims itself Medic-Class without having a lot to do with that ? Imo, no.

So, you could argue to give them a worse weapon, so they are not just picked up as an assault-style unit. Then we got something like:

Knife
Kar98/M1 Carbine
15 Bandages

I honestly do not think, that something like that is needed. You can pick up a lot more useful classes with the same/ a better primary weapon. My opinion again: Rework system, or no spawnable medic makes sense at all.

Suggestion: Leave it with more medic kits on the battlefield, which have a better weapon and maybe a smoke nade, whatever. And yea, of course the 15 bandages, which are super needed, so people are happy playing a medic.

I guess a lot of people just want a medic class, because it fits into their picture of war/battlefield. So give them a nice kit they can pick up here and there and the problem is solved. If you want a real medic class, start a constructive suggestion about reworking the health system, before talking about spawnable medics.

Just my opinion though.
Title: Re: Medics
Post by: ksl94 on 04-04-2012, 18:04:13
As far as I am informed (please feel free to correct me if I am wrong) there where not enough medics present on the battlefield to actually represent them with a class of their own in FH2. In my opinion, there should always be one or two pickup kits present in the main base. One should also note that medics were equipped with defensive weapons only, since their only task  was to treat the wounded. Medics were often arriving after the heaviest of fighting was over.
Title: Re: Medics
Post by: [130.Pz]S.Lainer on 04-04-2012, 19:04:32
  I have to laugh at all the "realism" talk that has been brought up in this thread.  These same people are perfectly fine with infantry combat that plays out like COD, but are the first to rage about magical medics.  If this mod is going to continue as a twitch shooter then I say lets add a little depth to it.  The real question is what kit do we give up to get our spawnable cleric kit in game?  Or maybe we just let it share a kit slot like the alternate SL kit does?
Title: Re: Medics
Post by: ksl94 on 04-04-2012, 22:04:17
I totally understand that FH has always been a mod for everyone; it is a blend of realism, fun, and gameplay.
Since it therefore attracts a lot people with different likings and opinions of what a good game should be all about, there will always be a lot of discussions like the one just going on here. I am one of those hardcore-realism gents, when I saw FH1 realism was the factor that attracted me. In FH2 I had awesome graphics and (compared to other games) a developer team that had a relatively close focus on realism. The reason why I still play FH2 (and ALWAYS will) is simply that there is nothing better regarding attention to detail and diversity (just think of all the theatres that we already have and of those that are planned!).
Because FH2 wants to offer a great experience to everyone, I suggested a compromise: The medic kit should only be a pickup kit, and should'nt lie around at every corner. That way, everyone should be pleased.
Title: Re: Medics
Post by: Ts4EVER on 04-04-2012, 22:04:51
I think you people are sattling hte horse from the wrong end. How the medic kits are distributed or how limited they are, even what kind of weapon they use, is of relatively minor importance. The question is: What kind of mechanics will these kits bring to the gameplay? Now the two obvious ones are:
- Healing
- Reviving

As I and others pointed out: With the present health mechanics in FH2, having a kit that heals people is simply pointless. Now you may recall that there is another thread where Natty and me were in favor of lowering weapon damage over range, which would introduce more "wounded" states instead of insta gibs all the time. A medic class would arguably more useful in that environment, but even then you would have to remove personal bandages to make it worth wile (or change how they work).

So in conclusion:

I made a suggestion like that internally. I'm not a big fan of having medics running around in every squad, especially if they have only a pistol like irl, since that takes away from general squad cohesion. BUT I would like to see the revive function used.
Here is what I figure: SL spawning as it works right now sucks. Basically the squad leader has to hide for maximum efficiency, thus creating frustrating situations like party bunkering. It even kind of breaks maps: Team sps were introduced so players can not spawn in certain objective zones and sl spawning has the potential to break that (and it does in practice).
So I'd say: Give the squad leader the revive function. Don't call it revive but "rallying". Make a sound effect for it like "Get back into the fight soldier, that is an order!". That way:

- The squad leader had to make a decision of either using his weapon or keeping his team up
- He has to actively do something to keep his squad running
- He has to keep close to the front and his squad instead of hiding in the little kitchen of normandy static #26
- He can get points for actually playing the role he is intended for
- He is still vital for the survival of his squad in a unique way

Only draw back: It is harder to keep people together once somebody actually dies.

Title: Re: Medics
Post by: LuckyOne on 04-04-2012, 22:04:02
^Yes that's interesting but how do you revive your squadmates if they are under heavy fire?

IF we had a really EFFECTIVE way of supressing enemies it might work... Othervise it will end up in SL dying 90 % of the time. Even if he uses smoke to cover his way...

Also I don't see how it fixes the hiding thing... I mean he still has to hide if he doesn't want to end up dead...
Title: Re: Medics
Post by: Ts4EVER on 04-04-2012, 23:04:42
Yes but if he hides he is useless, he can neither kill people nor keep his squad up. And of course he can't revive people under fire, he either has to kill the enemy with the rest of his squad or throw a smoke nade. but the point is: He has to DO something isntead of sitting in some Bunker spawning people.
Title: Re: Medics
Post by: Gunnerz on 05-04-2012, 15:04:18
If we get a medic class or more medic kits with better weapons, we will see medics fighting on the front, wich is pretty stupid.

Instead we could have an ambulance wich can be driven by any soldier.
This ambulance can be driven to any place that needs back up.
Give the ambulance two medic kits in the back, problem solved.
Title: Re: Medics
Post by: ksl94 on 05-04-2012, 16:04:15
If we get a medic class or more medic kits with better weapons, we will see medics fighting on the front, wich is pretty stupid.

Instead we could have an ambulance wich can be driven by any soldier.
This ambulance can be driven to any place that needs back up.
Give the ambulance two medic kits in the back, problem solved.

That would be a nice and realistic approach, although I'm not sure if the engine permits a vehicle to contain kits.
Title: Re: Medics
Post by: jan_kurator on 05-04-2012, 16:04:48
also healing should be somehow rewarded by a big score amount to make it attractive. Almost no one will use it (even if it will be usefull) when it won't give him additional score
Title: Re: Medics
Post by: sn00x on 05-04-2012, 20:04:48
If we get a medic class or more medic kits with better weapons, we will see medics fighting on the front, wich is pretty stupid.

Instead we could have an ambulance wich can be driven by any soldier.
This ambulance can be driven to any place that needs back up.
Give the ambulance two medic kits in the back, problem solved.

That would be a nice and realistic approach, although I'm not sure if the engine permits a vehicle to contain kits.

how will this help a soldier that needs "reviving" or whatever you mihgt call it?
Title: Re: Medics
Post by: Gunnerz on 05-04-2012, 22:04:47
If we get a medic class or more medic kits with better weapons, we will see medics fighting on the front, wich is pretty stupid.

Instead we could have an ambulance wich can be driven by any soldier.
This ambulance can be driven to any place that needs back up.
Give the ambulance two medic kits in the back, problem solved.

That would be a nice and realistic approach, although I'm not sure if the engine permits a vehicle to contain kits.

how will this help a soldier that needs "reviving" or whatever you mihgt call it?

I dont think that reviving soldiers would benefit realism or gameplay in any way.
Title: Re: Medics
Post by: sn00x on 06-04-2012, 13:04:41
call it, Loss of conciousness, Bleeding out ;) and suddenly? it Does benefit reality and gameplay.

treating such is something you do in the Field, where the person is Located.

any Real combat medic will agree to this. i myself have SAN-2 being the highest one can be without being a fulltime medic, with SAN-3 being the highest you can get before doctor grade. (: (norwegian army)
Title: Re: Medics
Post by: Surfbird on 06-04-2012, 15:04:33
Okay, i just thought about an alternative way of making a medic useful, relating the way revive could work, sorry for wall of text  :-\

A lot of people (including me) do not like the revive function because of the lack of realism and the sometimes annoying fact of being killed by the person you just killed yourself with hard work a few seconds ago.

What do you think about the idea that when you shoot someone, he is either dead or unconscious and the medic can only revive the unconscious then (obviously :P). You could set the %-Chance of being unconscious lower when you want to stick to realism and the current fh2 more, or higher when you want to have it more BF2-Style. This way we probably could find a compromise and discuss the %-Chance of soldiers being unconscious with everyone. (if that is possible at all)

A little signal, as in BF2, above the bodies could easily show the medic who is dead and who is not. This would actually be a more realistic approach than it is now, since not everyone being unable to fight is dead.

The problematic part might be the reviving itself. As far as i read before it is probably impossible to make the reviving process take a few seconds, so it needs another tweak to be not too arcade-style.

I would personally dislike a medic that just runs along the front searching for bodies he can "revive" and manages to make 5 people ready to fight in half a minute.
So imo we need to find a way to slow down the process of reviving, by for example:

- Making the people revived bleeding, so they are not instantly back in fight and there has a bandage to be spent, which would make the bandages a bit more useful, because more people might already have spent their own.
-The disadvantage of that is that there will be a ton of campers just having to hit anywhere to kill the bleeding guy, who isnt even able to run in cover. This will result in madness for the revived guy.
-So i dont know if this is the right way to go, just a possible idea

This is an approach of creating a useful medic without having to rework the health system and is, as far as i understood his post, connectable with "Ts4ever"s suggestion or alternatively even "gunnerz" suggestion with the medic jeep.
What do you guys think ?
Title: Re: Medics
Post by: LuckyOne on 06-04-2012, 15:04:06
What do you guys think ?

I think you just described how it works in PR.
Title: Re: Medics
Post by: Surfbird on 06-04-2012, 15:04:11
oh, okay :D. I didnt play PR, sorry then..
Title: Medics V2
Post by: SGT.Speirs505 on 08-04-2012, 23:04:22
i know there are some Medics kit and i don't feel they are Complete. its a little Awkward to walk around with nearly 10 Bandages. i was thinking of could the team replace Electric Shock AID kit from BF2 to 4 Morphine's to keep your team members a Life. that will be very cool indeed and brings more reality to the game as well?.

Title: Re: Medics V2
Post by: Ts4EVER on 08-04-2012, 23:04:14
We had a thread about that not one week ago...


*Merged those threads because Ts is a noob. -Thorondor*
Title: Re: Medics
Post by: ksl94 on 09-04-2012, 00:04:23
I just wrote such a nice, multiple page long reply and I got an error (since the threads were merged) and now its all lost.  :'(
Title: Re: Medics
Post by: mirmydon_is_back on 09-04-2012, 11:04:46
How about not letting people die immediately after getting shot? Make it so that soldiers bleed out for like 10 seconds before dying, so the medic could even have a chance of healing them...
Title: Re: Medics
Post by: THeTA0123 on 09-04-2012, 14:04:50
How about not letting people die immediately after getting shot? Make it so that soldiers bleed out for like 10 seconds before dying, so the medic could even have a chance of healing them...
if you are hit by a .303 or 7.92x57mm IS round, i highly
highly
highly
Doubt that you can get back on your feet and continue fighting by a medic
Title: Re: Medics
Post by: Surfbird on 09-04-2012, 14:04:12
How about not letting people die immediately after getting shot? Make it so that soldiers bleed out for like 10 seconds before dying, so the medic could even have a chance of healing them...
That is not an option.

You need to remove bandages from all other classes, otherwise they just heal up in cover after a "deadly" hit. Which means that you need at least 2 shots to kill someone properly. Nobody wants a change like that for sure.

And with removed bandages you are totally depend on those medics, which i personally dislike.

Furthermore, there is already a state of bleeding. You just replace it by that change so it exists twice:
-You are just hurt and bleed
-You are "dead" and bleed

=> Without having a bandage you are not able to survive the state of being hurt, which you would survive otherwise.
=> That means that you are dead, unless a medic comes and gives a bandage to you.
=> even higher dependency on the medic class. Your suggestion would change gameplay totally and will result in lots of madness.
Title: Re: Medics
Post by: mirmydon_is_back on 11-04-2012, 18:04:02
I think you misunderstood. What I sugested was that, when you are hit and bleeding, but not hit enough to die, as it sometimes happens, make the bleed out period longer to give the medic at least a chance to come near you and toss you a bandage. Medics are pretty much useless now, because either you're hit and you die, or you're hit and you bleed out until you pull out a bandage and heal up, if you have one, which you usually do.
Title: Re: Medics
Post by: SGT.Speirs505 on 12-04-2012, 01:04:09
can make morphine to revival your soldiers just re moddel the shock aid kit from bf2 and add some anim to it like in the project reality medic ipipen animation
Title: Re: Medics
Post by: TASSER on 12-04-2012, 03:04:22
Morphine is a painkiller whereas epinephrine is a stimulant, basically pure adrenaline. The two drugs have entirely different uses and I'm fairly sure epinephrine wasn't carried by medics during WWII.

Sorry to nit-pick your comment Speirs haha, but I really don't think that there's a place for medic revivals in FH2, even though I would absolutely love to see a use for medics in the game.
Title: Re: Medics
Post by: SGT.Speirs505 on 12-04-2012, 14:04:24
Morphine is a painkiller whereas epinephrine is a stimulant, basically pure adrenaline. The two drugs have entirely different uses and I'm fairly sure epinephrine wasn't carried by medics during WWII.

Sorry to nit-pick your comment Speirs haha, but I really don't think that there's a place for medic revivals in FH2, even though I would absolutely love to see a use for medics in the game.
there actually was morphine
Title: Re: Medics
Post by: TASSER on 12-04-2012, 18:04:47
Sorry, I think you misunderstood. Yes, there was morphine in WWII, but it was used as a painkiller not a "revival" sort of drug. Epinephrine is the drug in epi-pens, and I was saying I don't think epinephrine was carried by combat medics during the war.
Title: Re: Medics
Post by: sn00x on 12-04-2012, 20:04:38
Sorry, I think you misunderstood. Yes, there was morphine in WWII, but it was used as a painkiller not a "revival" sort of drug. Epinephrine is the drug in epi-pens, and I was saying I don't think epinephrine was carried by combat medics during the war.

http://med-dept.com/list.php?class=Class%201&page_number=13&limit_sub=20

i dont know about combat medics, but im sure it mihgt say something about it around this website.? :)
Title: Re: Medics
Post by: Lightning on 12-04-2012, 23:04:25
As far as I can tell, epinephrine is used only to counter anaphylactic shock or cardiac arrest. It's not something you give to someone who just got shot to make him better.
Title: Re: Medics
Post by: Natty on 13-04-2012, 08:04:37
the combat would feel much more realistic and engaging to me if you didnt die all the time from the smallest shot (usually from an unseen enemy) If I was allowed to stay longer on the battlefield, get helped by medics and able to heal myself after being shot, I would be more immersed in the fighting.

To constantly re-spawn and "start over" from the flags feel arcadey. As if you have a huge ware-house of robot-avatars you can just go and grab a new model as soon as you've wasted one. It makes your virtual life mean nothing.
I would be all for more tactical squad play with roles, like a medic being able to drag you up after you've been shot so you can continue fighting. Or to be able to react and fire back if you get shot once, not just "die" and take a new avatar from the ware-house. It breaks combat loop too early and no interesting momentum has time to build up.
Title: Re: Medics
Post by: djinn on 13-04-2012, 10:04:42
Really? And having medics magically patch you up after taking a near fatal shot isn't?

Having people with health that can take 3 shots from a rifle, 10 shots from an smg - yer, that's definitely NOT arcade.
Title: Re: Medics
Post by: Flippy Warbear on 13-04-2012, 11:04:03
Quote from: Natty
the combat would feel much more realistic and engaging to me if you didnt die all the time from the smallest shot (usually from an unseen enemy) If I was allowed to stay longer on the battlefield, get helped by medics and able to heal myself after being shot, I would be more immersed in the fighting.

----

Quote from: Natty
design us a damagesystem that keeps the one-shot/one-kill core, yet don't make the Medics necromancers, but still have him useful to his teammates without leaving wounded players rendered helpless if he doesn't help them.

Quote from: Natty
All this do is take away focus from the gaming. Medics, or "layers of supressions" etc, it is all side-features. We want a good action mod, fight and die, attack and defense. Raw battlefield gameplay in a realistic environment. No MMO-like side-features or mumbo-jumbo. I wanna be able to spawn in on the server with my rifle in my hand and charge the enemy positions. That is FH.


http://fhpubforum.warumdarum.de/index.php?topic=1552.15

Times and opinions, they both change.

Title: Re: Medics
Post by: mopskind on 13-04-2012, 11:04:19
The deadly weapons have always been a characteristic attribute of FH2. This shouldn't be changed IMO. But i agree that introducing reviving medics could add a more tactical component. Of course it is not realistic to suddenly heal a shot soldier at once, but so isn't spawning on your squadleader and stuff like that.
What i would like to know is if it is possible to limit the times a soldier to be revived to just one time? Otherwise it would be like in BF2/3 where medics just run around and zap the same guys over and over again, looks ridicoulus. This way you would get one extra chance, but not infinite death- revive streaks.
Title: Re: Medics
Post by: LuckyOne on 13-04-2012, 11:04:10
Meh I like the current system, I don't want to wait for a medic to "revive" me all the time... Don't like dying? Then don't do stupid things!

Of course if possible that "one extra chance" suggestion could work in satisfiying both the "hardcore realists" and "arcade lovers. That way you could still be revived in those 20 seconds it takes to spawn, and it would make the medic kit somewhat useful... And it would be fairly rare so still "believable".

Hovewer I'd like to see a change to the SL system too, as obliging your SL to be afk all the time not only breaks the immersion but keeps useful players doing something that is not really productive...
Title: Re: Medics
Post by: sn00x on 13-04-2012, 14:04:53
Really? And having medics magically patch you up after taking a near fatal shot isn't?

this is a GAME. go join the army then.
Title: Re: Medics
Post by: RAnDOOm on 13-04-2012, 14:04:47
(http://www.forgottenhonor.com/modules/Forums/images/smiles/pcorn.gif)
Title: Re: Medics
Post by: titsmcgee852 on 13-04-2012, 14:04:56
Really not in favour of this, it's fine the way it is in my opinion.
Title: Re: Medics
Post by: DaWorg! on 13-04-2012, 20:04:16
Really? And having medics magically patch you up after taking a near fatal shot isn't?

this is a GAME. go join the army then.

Why?
Title: Re: Medics
Post by: Thorondor123 on 14-04-2012, 00:04:23
Hi Flippy!
Title: Re: Medics
Post by: Natty on 14-04-2012, 00:04:18
We the devs always look at the current situation of the mod and decides what is best for it.
If we said 2 years ago or 5 years ago that we would never do something, won't stop us from adding it tomorrow. That's what an agile team means. We've been out 4.5 years now, and if we sat with our thumbs up our behinds, married to some old outdated dogmas, we wouldnt have an active player base today

Most people understand this :) and actually like us for listening so closely to public feedback, and observing what the mod needs.

That is why, you might see medics some day, or some other thing we said we'll totally never do... If the mod needs it and we feel like doing it, we will.  8)
Title: Re: Medics
Post by: Dukat on 14-04-2012, 01:04:16
the combat would feel much more realistic and engaging to me if you didnt die all the time from the smallest shot (usually from an unseen enemy) If I was allowed to stay longer on the battlefield, get helped by medics and able to heal myself after being shot, I would be more immersed in the fighting.

To constantly re-spawn and "start over" from the flags feel arcadey. As if you have a huge ware-house of robot-avatars you can just go and grab a new model as soon as you've wasted one. It makes your virtual life mean nothing.
I would be all for more tactical squad play with roles, like a medic being able to drag you up after you've been shot so you can continue fighting. Or to be able to react and fire back if you get shot once, not just "die" and take a new avatar from the ware-house. It breaks combat loop too early and no interesting momentum has time to build up.

Boooo! Go play BF3! ...Err, well. I see what you did there.

(http://image.shutterstock.com/display_pic_with_logo/467218/467218,1290018810,15/stock-photo-guy-scratching-an-itch-in-his-ear-65319481.jpg)

You know what: We got rally points aka squadleaders. We don't restart from flags. We start in the kitchen of normandy static #27. And when you're the squadleader getting framed by the enemy, you got momentum. And your men will have momentum as well.

You gotta decide. Are your maps not big enough for 128 players? Give me more players and I can assign special tasks to everybody. Like cooking food, crocheting, knitting and salvaging men from the battlefield. But well, then you got a problem with the console lobby, don't you? Damned, isn't it?
Title: Re: Medics
Post by: Natty on 14-04-2012, 07:04:02
Boooo! Go play BF3! ...Err, well. I see what you did there.

Id love to, but I have XP on my home PC so I cant at the moment. I do play Bfp4f and playing medic there is absolutely awesome. He has a Frontline Medic skill which is a little flare that teammates can spawn on. He also has a medic box which he throws out and heals teammates with. + the defib and also a skill that makes vehicles he drives heal teammates. All those together make really interesting game play :)
Title: Re: Medics
Post by: LuckyOne on 14-04-2012, 09:04:46
...or some other thing we said we'll totally never do... If the mod needs it and we feel like doing it, we will.  8)

Maus confirmed.  :P
Title: Re: Medics
Post by: Dukat on 15-04-2012, 01:04:28
Id love to, but I have XP on my home PC so I cant at the moment. I do play Bfp4f and playing medic there is absolutely awesome. He has a Frontline Medic skill which is a little flare that teammates can spawn on. He also has a medic box which he throws out and heals teammates with. + the defib and also a skill that makes vehicles he drives heal teammates. All those together make really interesting game play :)

Which brings us back to the point that the complete health restoration or revival of a soldier within seconds at ease, is unneccessary loss of realism for the sake of gameplay, without having any need to do so due to technically hard- or software limitations.

Seems like you're more of an arcade gamer. Contrary to FH being deeper into realism than the average Battlefield shooter. Are you BF-Borg? Are we to lower our shields and to adapt to common arcade?

Edit://
I still have hope that the Battlefield Franchise is for once, maybe only for a single spinoff, turning towards those, that would appreciate more realism. But if all BF developers share your view, all hope is lost.
Title: Re: Medics
Post by: Natty on 15-04-2012, 11:04:39
is unneccessary loss of realism
Think about that a bit more in depth.

"Realism.
Reality exists independently of observers. In ethics, moral realism takes the view that there are objective moral values. Representative realism claims that humans cannot perceive the external world directly."

http://io9.com/5900394/minimalist-posters-explain-complex-philosophical-concepts-with-basic-shapes
(http://img.gawkerassets.com/img/17j2ussr6mid7jpg/original.jpg)
Title: Re: Medics
Post by: Dukat on 16-04-2012, 02:04:01
Yes, I thought about it.
When people speak about realism, they talk about an approach to simulate reality. When people request more realism, they ask for moving gameplay closer to simulation. Thereby 'realism' contains both aspects of acting and gameplay as well as graphics.

In a simulation it is important to reflect all significant aspects of an activity. In case of an First Person Shooter dealing combat, it is important to deal combat.
Now, if you want to add the aspect of treating and salvaging people from the battlefield, you can do that. But then you cannot drop significant aspects of this process, like locating the wounded, the salvage itself and the healing process with might take up to month in a hospital.
If you cut significant aspects from the simulation process, by reviving the soldier on the spot with a shock paddle and sending him back into combat right away, you step away from the definition of simulation. This is what you do in BF2.
Of course you can always cut significant aspects from a process, like spending two weeks in a hospital. As stated before, we're talking about a combat shooter, not a patient-in-hospital simulation. But in BF2 you link two aspects that do not fit together cause they conflict with reality. (Being deadly wounded and being sent into combat without hesitation on the same character.)

If realism would be that unimportant, nobody would strive for photorealistic graphics in games. But improvement makes sales, and thus you strive for that. Accordingly you know quite well what people are talking about when they ask for realism. But instead you prefer to toss that old discussion about the definition of realism in order to confuse and to distract the dicussion from the topic, just because you disagree on the topic or matter. That is asymetrical warfare in a discussion. When I toss scissors in a game, you are buying the boardwalk and wanna setup a hotel in return. For you this might be a successive strategy as is makes people confused and abstain from further discussion, which doesn't necessarily mean that they agree with you on the matter. It doesn't help the discussion at all.
Title: Re: Medics
Post by: sn00x on 16-04-2012, 15:04:07
In Reality, Medics patched up wounded men, and sent them back to the frontline.
Title: Re: Medics
Post by: Natty on 16-04-2012, 15:04:13
photorealistic graphics sells more games, that's why studios use it  ;)

anyway, bf2 and fh2 arent simulators.
Im sure a medic class if well designed could add a lot to fh2. actually, to be more precise, It simply would (if designed well). It's not like it would remove any fun from people who dont want to be medics/be helped by medics/team play. It would only add that option for those that do.

So we will see what happens
Title: Re: Medics
Post by: Surfbird on 16-04-2012, 17:04:22
I got to agree with you Natty. But it is a very fine line between the people that want a real medic, which is useful, and those ppl that actually do not want a medic or not want it to have a major impact on the game.

Reviving is not a minor change some people can use if they want to. Imo it naturally has a major impact on the game. This gets enforced by everyone having the expectation of being revived, which is the wrong way to go.

Suggestion:
A solution, that just comes to my mind is to restrict the medic to 1-3 people per faction, map and player dependend. On maps like Tunis, Ramelle or Brest fight gets quite intense and there are a few places for the medic to camp for the revive of fallen Teammates, which would lead to a Zombie army with too many medics
=> 1 or 2 medics are enough on maps like that

Due to the low number of medics, nobody has the overall expectation of being revived, is even happier if revived and at the same time the impact on the game overall should not be that huge.
But the medics themselves are still useful and most likely quite fun to play, especially due to their special, extraordinary role in the gameplay, which differs a lot from the others.

With very few medics some squads that feel competent can also effectively plan flag captures based on the fact that there is a medic in their squad, while other squads have to plan their attacks as usual.
=> enforces the medics special role

The medic himself, should be equipped with a pistol if anything and has a totally defensive and passive role, coming really close to the real medic.

And yea, it is not worth creating a own medic class which can be occupied by a very few people only. THere should be 1-3 medic kits at mainbase or something, so people can catch it there.

This is my third suggestion, my hope is still not lost that we might find a solution some day :D, what do you guys think about it ?
Title: Re: Medics
Post by: Flippy Warbear on 16-04-2012, 17:04:16
...

Everything you said is how a medic should be in FH2, if there ever was one (aside the bandage-dispenser medic we got now). But I'd like to add that the revival process should be something that takes more time and isnt instant like in vanilla. Even with just one medic we could potentially run into situations in which one guy can magically resurrect a squad worth of mates in couple of seconds by spamming feature. I've always been looking at PR's way how they did it. Sure FH2 is faster than PR is but that shouldnt be an excuse, since the medic is essentially giving a second chance for the fallen teammate. So a process that takes longer than the instant resurrection pads there are in vanilla would be most splendid for FH2. Couple of medic kits per team, depending of the map of course, longer revival process so it cannot be spammed like in vanilla, I'd see this could possibly work without breaking things that much.
Title: Re: Medics
Post by: LuckyOne on 16-04-2012, 18:04:46
Aye, PR way is fine... It takes a few seconds to patch the patient up after reviving him, and leaves him vounerable for a while (IIRC it's 2 minutes or sth like that) during which he can't be revived if he's killed again. Also you can't revive people killed by tanks or headshots or heavy explosives.

But one the other hand a revival process of more that 30 seconds would be useless as that's the time during which you could spawn and get back on the spot on some maps.
Title: Re: Medics
Post by: Tankbuster on 16-04-2012, 19:04:49
For reviving too many people, the medic revival weapon  could be a sort of "weapon" which single shot and has a LONG reload time (like 5X Panzerbuesche 39). That should reduce spamming.
Title: Re: Medics
Post by: djinn on 16-04-2012, 19:04:59
To really make a medic worthwhile,

I will say, you should NOT be able to revive falling soldiers to get back to the front.
However, you should be able to patch up bleeders. A bandage will increase your health, but you will still bleed unless you are 'patched up'.

So who are these bleeders?

Change the health level of loss. Don't change the damage from damage.
At about 60% health, a person should start bleeding. Not badly at first, no red screen, but you will experience a small sound ever so often and your health drops... very slowly.

At 40%, you no longer can dash. You are now a burden.
At 30%, your screen starts to get red - A little at first, more blur than red
20%, a bit more, as much blur as colour - increase health drop speed
10%, you find it hard to see anything, more red than blur.

At 0%, you die.

The medic is the only thing that can actually STOP a bleed. You may be active in combat for another 10 - 15minutes once you start to bleed. But it will slow you down, then finally kill you.

A medic kit, like a repair kit will be available at main base, or as users in the field, but you wont find it anywhere else. Unless, maybe, if you capture a major enemy point.
Title: Re: Medics
Post by: Tankbuster on 16-04-2012, 20:04:41
That would kill SP
Title: Re: Medics
Post by: Mayhemic.MAD on 16-04-2012, 20:04:14
Currently if you get hit and bleed, you stop bleeding after one bandage.
But you can absorb one or two more bandages. That means that the bandage does not fully heal you, it just stops your bleed, so you will not survive another hit.

So we could make the current medic pickup kit slightly more rewarding by giving it stronger bandages, that heals players to 100% health.
Title: Re: Medics
Post by: TASSER on 16-04-2012, 22:04:23
If the medics ever do get a revive feature, I think it would be very interesting if the act to revive someone was a process, rather than a shock-paddle type one click then done.

Something like first you dump a sulfa powder blood clotting packet on the downed player, throw a combat dressing on him, then a bottle of plasma for the final "revive."

This would make reviving someone more realistic and would limit the dolphin diving/shock-paddle wielding medics we see in BF2, zapping everything in sight.

I'm pretty hung over and don't have the mental capacity to fully think through the idea, but hopefully it will guide some thought.

Title: Re: Medics
Post by: LuckyOne on 16-04-2012, 22:04:50
^ I'm afraid that is the problem, bf 2 engine does not allow such things, otherwise PR would have probably already done it, just like they did in PR for ARMA 2:

http://www.youtube.com/watch?feature=player_embedded&v=mu_y6ESN60g
Title: Re: Medics
Post by: jan_kurator on 16-04-2012, 22:04:59
oh yeah, we need blowjobs in FH2! :D
Title: Re: Medics
Post by: hitm4k3r on 16-04-2012, 22:04:32
^ I'm afraid that is the problem, bf 2 engine does not allow such things, otherwise PR would have probably already done it, just like they did in PR for ARMA 2:

http://www.youtube.com/watch?feature=player_embedded&v=mu_y6ESN60g

What a naughty video.  ;D But to be honest something like that would be cool, but Idk whether ou will have the time for this in FH2. FH2 is clearly alot more fast paced than PR/ARMA. Good thing is, that it would make the medic more valuable than now but not overpovered. Good suggestion ;)
Title: Re: Medics
Post by: Surfbird on 16-04-2012, 22:04:36
Well we have a few options for making the process of revival take longer:

1. High Cooldown. At leasts prevents magical healing of bigger groups in 30 seconds.

2. Bleeding stance after revive and additionaly make the player only able to crawl for 10 seconds or something.

3. Make the process take longer which is probably impossible due to engine limitations. Can any modder confirm this ?

Even if 3. doesnt work, 1. +2. combined should replace that by a little at least. Remember that a high cooldown also means that an intelligent medic has to think about who of the corpses is the SL by remembering/guessing/searching for possible NCO kit. All components that make the medic take some time in this situation.

Also do not forget that the medic is probably just going to be a pickup kit so he is not able to be a medic for a long time if he does not behave carefully. A medic that rushes in for revive will most likely and end up dying in a lot of situations.
=> Medic who dies often is totally useless as long as there are just some very few of them, as i suggested on top of this page.
But  this passive, careful, defensive playstyle is the point that makes the medic really interesting to me. And that can only happen when the medic has an extraordinary role, being played by some very few people.

Furthermore, with very few medics you do not have to care as much about revive-animations and stuff like that, since the impact of 1-3 is in a 64 player game extremely low. Some simple things (and yea probably some more) like Cooldown, animation, bleeding/crawling, might be enough then. You could also make the kit unable to be pickuped when the medic dies to prevent keeping him at the front all the time.

I can just repeat what i already said. Few medics => low impact on gameplay overall and a big impact if played correctly and within teamwork in a squad for a smaller group of people.

In my opinion this is the way to go.
Title: Re: Medics
Post by: Michael Z Freeman on 22-04-2012, 11:04:24
There is one type of magical unit which I could accept... MONK!

Type: pickup kit
maps located: Sfakia (monastery) Krete (monastery)
Weapons: none
Ability: Prayer. When ability activated your team loses no tickets when soldier is killed near the monk.

This gave me an idea. Why carry bandages when you can carry c-rations ...? Do it GTA style and have health magically restored by authentic 40's food (http://www.ww2incolor.com/forum/showthread.php?3551-US-Army-Rations-World-War-II).

I find the current system to be OK. The pickup kit is part of the fun/tactics. Just like the anti-tank kit it encourages creative thinking when you just have the pistol. Of course there's always room for improvement/changes if need be.
Title: Re: Medics
Post by: Comrade Roe on 12-05-2012, 23:05:44
Fh2 has been developed with balance and realism in mind.

 The game features vehicles & kits that have counterparts.

 The maps were designed with balance in mind.

 If mobile vehicles/fixed positions can be repaired, then a soldier should be too.

 
 - Reviving is too much & not in the spirit of FH2
 - Squad leader NCO kits has 2 bandages. Maybe increase to 3
 - Add a Field Hospital with a few medic kits instead of spreading the kits all over the place where nobody can find them.
 - Mobile Ambulance. Soldiers can heal themselves beside it or it can resupply bandages only
 - Modify ammo to resupply ammo only


 8)
I like the idea of a Field Hospital and an Ambulance. Though, field hospital should also resupply bandages too.

I personally like the idea if someone having a medic bag thats not droppable, like it was in BF1942, where you could either patch yourself up or patch up friendlies, but you couldn't throw it around willy nilly.

In WW2, I don't think medics even had a pistol, but they were important because if someone were bleeding from say, mortar shrapnel or a 9mm to the leg, he could fix it. If a man was dying, his blood a waxy palor, then the medic would be able to get him to life.

In a nutshell, I want a Field Hospital, an Ambulance, and a held medic bag for medic.
Title: Re: Medics
Post by: Natty on 13-05-2012, 10:05:57
yea, slapping the red cross on to one of the APCs and have it heal teammates when you're near it would be nice. On maps with few or not tanks/at weapons you could see interesting team play happening with the ambulance covering/healing soldiers, especially if it also had spawning capabilities :)
Title: Re: Medics
Post by: Surfbird on 13-05-2012, 12:05:34
And still (1000000 time this is said in this thread :() What do you want to heal with the medic-APC ? The soldier who already used his bandage and then is randomly close to the APC, whilst any other soldier just can donate his bandage to him ? That APC will effectively heal once in a year then.

Either:
Rework health system

Or:
Find another solution for introducing a medic.

But a medic APC which of course looks cool n stuff is just as pseudo-medical as the medic kit with the 7 bandages is.

Looks cool, but does nothing.
Title: Re: Medics
Post by: jan_kurator on 13-05-2012, 13:05:08
easy thing to do, which would make a big difference in current health system is make soldier bleeding a lot longer when he's critically wounded. Give him time to find additional bandages, ask for help, bring ambulance or what ever.
Title: Re: Medics
Post by: Sir_Pee_Alot on 13-05-2012, 15:05:40
yea, slapping the red cross on to one of the APCs and have it heal teammates when you're near it would be nice. On maps with few or not tanks/at weapons you could see interesting team play happening with the ambulance covering/healing soldiers, especially if it also had spawning capabilities :)

+1 for that would be awesome!
Title: Re: Medics
Post by: VonMudra on 13-05-2012, 18:05:46
As a note, Medics were and are fully allowed to carry weapons for use in self defence.  German medics did this all the time, as did american medics, especially in the pacific.  German meeics even carried rifles on the ostfront.  I remember reading one account where a german medic was working on a german soldier, shot a russian soldier who tried to kill them, then went to work on saving the russian's life.
Title: Re: Medics
Post by: Tankbuster on 13-05-2012, 18:05:37
Thank you VM, thank you.
Title: Re: Medics
Post by: Flippy Warbear on 13-05-2012, 18:05:09
As a note, Medics were and are fully allowed to carry weapons for use in self defence.  German medics did this all the time, as did american medics, especially in the pacific.  German meeics even carried rifles on the ostfront.  I remember reading one account where a german medic was working on a german soldier, shot a russian soldier who tried to kill them, then went to work on saving the russian's life.

Finnish medics were also essentially just riflemen but of course treating the wounded was always the first priority. They carried rifles and were usually fighting like everyone else.

US medics in the pacific had to carry a rifle or a carbine and strip all insignias that could give out that they were medics because japs loved to take out medics.
Title: Re: Medics
Post by: [KamiKaze] Destroyer on 13-05-2012, 18:05:08
easy thing to do, which would make a big difference in current health system is make soldier bleeding a lot longer when he's critically wounded. Give him time to find additional bandages, ask for help, bring ambulance or what ever.

This is good point i believe, also removing or reducing the current "bleeding state" would be helpful, right now i feel it is rather drastic. Maybe the wounded player should automaticly scream in pain? If there is possibility to make special wounded walking animation it would be perfect :]
Title: Re: Medics
Post by: Kubador on 13-05-2012, 23:05:21
easy thing to do, which would make a big difference in current health system is make soldier bleeding a lot longer when he's critically wounded. Give him time to find additional bandages, ask for help, bring ambulance or what ever.

This is good point i believe, also removing or reducing the current "bleeding state" would be helpful, right now i feel it is rather drastic. Maybe the wounded player should automatically scream in pain? If there is possibility to make special wounded walking animation it would be perfect :]

And very frustrating as well. Noise tends to be more irritating than slight visual inability to which you try and adjust. The idea of prolonging bleed might help but the short spawn time just negates any attempt to hold a medic that won't revive on the spot.

The game isn't broken without the medic and redoing gameplay basis is not really worth the effort IMHO.
Title: Re: Medics
Post by: Natty on 14-05-2012, 20:05:24
And still (1000000 time this is said in this thread :() What do you want to heal with the medic-APC ? The soldier who already used his bandage and then is randomly close to the APC, whilst any other soldier just can donate his bandage to him ? That APC will effectively heal once in a year then.

true, FH2 is a bit too black and white, you're either fresh from the factory or dead. This is a flaw I feel, there would be more interesting dynamics and teamplay if there was a grey zone where you're wounded as well. Not critically, but just low on hitpoints. Like in most games.
Title: Re: Medics
Post by: Kubador on 14-05-2012, 21:05:59
It would be a shame if FH2 would be like most games.
Title: Re: Medics
Post by: [KamiKaze] Destroyer on 15-05-2012, 00:05:16
I think a sight of wounded could further improve atmosphare, both beign wounded and see/hear other that are wounded :] I personally see nothing negative in that, the current state works good for me, i must use first aid kit, or i am dead, this is only visible for me through :] I think it would be intresting if people running by me would SEE that i am wounded somehow :]