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BAM-BAM...Medic!!!!

Discussion in 'New Version Suggestions' started by sir_edmond, Feb 21, 2004.

  1. sir_edmond

    sir_edmond In my own world

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    I know I am stepping onto thin ice :) but INSETEAD of how people normally look at medics I have a new idea.

    because giving back life isn’t exactly realistic so the plan is not give back life but give back some portion of stamina.

    To give medical attention a team mate have to carry a medical kit.
    Medical kits can come is different sizes, for example one that is capable to treat 5 people (big) and one able to treat 2 people (small).with respective bulk values.

    Tell me how you think of this idea
     
  2. geogob

    geogob Koohii o nomimasu ka?

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    AAAAAAAAh...
     
  3. AlmostAlive

    AlmostAlive Active Member

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    Actually, medic's are not a new idea. It's been suggested several times before and will probably be suggested several times in the future. One thing is for sure though, it's not going to happen for 2.9 of course.

    However, I agree with you that medics in one form or another is certainly something that should be considered in a possible upcoming version.
     
  4. cracwhore

    cracwhore I'm a video game review site...

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    That was MY idea dick!

    *pees in your cornflakes*

    shame.... :lol:
     
  5. spm1138

    spm1138 Irony Is

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    Definitely worth looking at.

    I would hope that medics would accompany an overhaul to the entire damage/wounding system as well.
     
  6. geogob

    geogob Koohii o nomimasu ka?

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    \me points at ra286.

    Not only it isn't a new idea, it already existed in 2.86
     
  7. FieldMedic

    FieldMedic Less good UT Player ever

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    I remember , few time after my registration there , one of the first suggestion i made was about some specialized classes , with the medic one in mind in facts :)

    At this old time , some answers hinted me that sentry studios was opposed to such a system or medics included in INF .
    I am glad to read that such a possibility can be considered now.
     
    Last edited: Feb 22, 2004
  8. NTKB

    NTKB Banned

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    Medics should carry only pistols ala specialist. That way they arent abused.
     
  9. AlmostAlive

    AlmostAlive Active Member

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    Fieldmedic, please note that I'm expressing my personal opinion, not the "official" view of the dev team. I mean, how can I? I'm only a measly beta lead :p
     
  10. 5eleven

    5eleven I don't give a f**k, call the Chaplain

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    :stupid: I'm with Geo. Had it in ra286 (gah! blasphemy! :lol: ) and it worked very well. Excellent system devised and implemented by Toad and Duke (gah! blasphemy! :lol: )
     
  11. ecale3

    ecale3 Sniper - May be harmful to your health.

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    Combat medics carry a rifle like everyone else.

    *edit* Actually i believe they are called CLS's or Combat Life Savers or somehting like that. Hehe, life savers.
     
    Last edited: Feb 22, 2004
  12. sir_edmond

    sir_edmond In my own world

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    the ra286 system was a stop bleeding system and i dont think iv ever come to read somethig for a medic than a debate and ideas to give back health (if there was any it might have been very long ago)

    any way giving someone medical care dosnt give back all stemina it just gives back a percentage of lost stmina or something.

    (srry [LD]CrAcWhOrE)
     
  13. keihaswarrior

    keihaswarrior New Member

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    Instead of a class system. It would be cool if there were "skills" in the inventory. Each skill came with disadvantages. For example, to be a spec you would just choose "spec skill". But, this would also remove all your weapons and limit your stamina.

    For medics, there would be a medical/firsaid kit in the inventory. A regular soldier could take one, but he wouldn't be able to use it very quickly or very well. However, if you take the "medic skill" then you can use the first aid kit much better, but it would carry some disadvantages like having lower stam or some weapon restrictions.

    It would be interesting to have the option of having multiple specialists with this method.
     
  14. 5eleven

    5eleven I don't give a f**k, call the Chaplain

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    I see your point, Edmond, and it is a good idea, but I think "buddy aid" as used in Ra286 is the best way to go. First, it takes time to do it, and you cannot replenish stamina. I don't think you should. If you took a leg hit in the field, you might be patched up quickly and continue the fight, but you definitely wouldn't be at "100%".

    I don't think KW has a bad idea, I just have a couple of thoughts. Who in the fouck would wanna be the medic? Unless assigned, I hardly see anyone begging to carry around something that would affect their own stam and then try to run around patching up soldiers that call for a medic. I can just hear that ingame! :lol:

    In addition to all of that, in EAS, the gameplay has changed a lot because of respawns. I don't think people, especially defenders would want to get patched up to continue, when they can respawn at 100%.

    BTW, NT said "lifesaver". hehe. :D
     
  15. NTKB

    NTKB Banned

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    I dont give a damn what they carry in real life, either limit one per team or pistols only or every one will be a friggin medic. Also give them a special red cross symbol on there helmet so the bastards stick out like sore thumbs.
     
  16. sir_edmond

    sir_edmond In my own world

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    i never said give back 100% of stemina, and since with some of the maps there are life and a INF soilder isnt your regular everyday pvt. so i look at it more or less like a special foces. like army special forces where magority of the men know first aid so basicly you carry a kit to help patch up people. i find if i had a little more stemina in some situation id get away alive.

    maybe put a bleeding system back in to promote paching up teamates.
     
  17. Jagdtiger

    Jagdtiger [UMC]Shadow

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    Medics can't heal people in real life so why should they in INF? The only way I see a medic realistically fitting into INF is the following way:

    1. Solider gets critically hit and countdown timer to respawn begins
    2. A medic finds the body and begins to 'treat' the soldier
    3. The soldier respawns(from the team base) instantly without the loss of a life

    If the medic doesn't reach him in time the person respawns normally.
     
  18. Crowze

    Crowze Bird Brain

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    That's a possibility Shadow, and it gets around my major gripe with the whole idea, in that there's no way you can get a critically wounded soldier back into action in a matter of seconds, especially without professional medical aid.

    I'd have to say no to a class-based system. Too many other similar games have it, for one thing.
     
  19. sir_edmond

    sir_edmond In my own world

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    to state things in one line on how i hope it would be set up.

    All INF soilders know firstaid they just need a kit in there Inventory to give medical care
     
  20. keihaswarrior

    keihaswarrior New Member

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    As far as how the medic system should work, I basically agree with Shadow. Medics come into play when a player becomes wounded.
    At that point they may:
    1). continue fighting despite being severly impaired (they may not be able to even walk).
    2) respawn with the next wave.
    3) limp back to the spawn or some other medical evac point.

    If they choose #1 they will probably die, especially if they are critically wounded and therefore bleeding to death. This means that the reinforcement point is lost.
    If they choose #2, their body collapses into a wounded position (with some idle animations). The body (still alive but not controlled) stays there until it dies from its wounds, is killed by an enemy, OR a medic can come and stabilize the body's condition. After the body is no longer bleeding to death, the medic can then try to carry it back to the spawn.
    If they choose #3, they will respawn with the next wave BUT they don't lose a reinforcement. The same thing will happen if one of their abandoned bodies is "saved" by a teammate.


    Therefore, the medic's only role is to stop people from bleeding to death and carry them back to the spawn for extraction. The reason to stop the bleeding is that the wounded soldier may not be able to make it back before he bleeds to death. When a wounded soldier is brought back, the wounded soldier disappears, they respawn with the next wave, AND they still have the same number of lives left.


    Lastly, I agree with Crowze. One of INF's strong points is that is doesn't rely on a class system for balance. Therefore, I think that skills should be able to be assigned to a loadout almost like a piece of equipment. This would mean that there could be multiple medics, but they will still have some disadvantages compared to a normal soldier.
     
    Last edited: Feb 22, 2004

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