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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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    the disavantage would be the bulk. i would say.
     
  2. OICW

    OICW Reason & Logic > Religion

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    IIRC, CLS aren't fully qualified medics: they're just soldiers who know slightly more than basic first aid from memory.
     
  3. spm1138

    spm1138 Irony Is

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    I think a medical kit should be a high bulk item, like a sniper's rifle or a claymore.

    If possible it should be visible on the player model as a backpack or a pouch.

    It should be undesirable to be a medic and carry a full load of weapons as well but not impossible (that being the way Inf does things... I sort of like it).

    I have played games where everyone was a medic but those games generally allowed medics to heal themselves and featured damage models nowhere near as lethal as Infs. People basically use it to get more health on the run in a firefight.

    With Inf's damage model, provided a medics kit was ten or so bulk, I think you would give some careful consideration to whether it would do you more good than a grenade launcher or a claymore.
     
  4. keihaswarrior

    keihaswarrior New Member

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    Sounds good to me. We still might want a choosable skill that would separate the soldiers who just slapped a medkit in thier loadout, and the trained medics who know how to use the medkit better.

    With INF's current damage model, medkits would either be unrealistic or useless. We need a full wounding/bleeding system before medics will be useful IMO.
     
  5. spm1138

    spm1138 Irony Is

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    Wrong phrase perhaps.

    General weapon lethality?

    My point is that you won't be circle strafing around trying for a headshot at the same time as hitting the "treat" button.
     
  6. NTKB

    NTKB Banned

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    Ugh... im disliking this idea allready. Bleh. :rolleyes:
     
  7. Turin_Turambar

    Turin_Turambar Pls don´t shoot to the Asha´man

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    I think the best would be like IRL. Not all the soldiers in a platoon are a medic. Only one/two per team. (and the same with weapon loadouts, not everybody can get a sniper rilfe or a hk69)
     
  8. Tiffy

    Tiffy Back to champion the L85

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    IRL (least wise in the British Army) all soldiers have enough basic first aid training to save your life and everyone carries at least one field dressing, morphine and other assorted crap.

    An Idea:-

    If someone takes the time to conduct first aid on a fallen comrade the life isn't counted against the used reinforcments when determining losses at the end of the round. Other than that it does NOTHING.

    You should only be able to do first aid if you have a field dressing (either yours or preferably his). It should take time to get his dressing and if he hasn't got one more time to get yours. Once you have the dressing it takes time again to dress the wound.

    First Aid wouldn't be a BIG help to a side but in close matches the side that took the time to look after their fallen comrades would be rewarded with the smaller percentage loss figure.

    Obvoiusly if one side of the other wins a round outright then the first aid isn't going to make any difference at all.

    Thoughts....

    Forgot to say. A field dressing can only be used once and is used after a first aid attempt.
     
    Last edited: Feb 23, 2004
  9. FieldMedic

    FieldMedic Less good UT Player ever

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    To prevent any kind of abuse (as if a soldier has some healing possibilities , i imagine without limit , every people will use this) , maybe the medic role could be a variation of the specialist gametype with some modifications of course.
     
  10. geogob

    geogob Koohii o nomimasu ka?

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    Time... time to use it is the best anti-abuse method. Worked pretty well in ra286. Nothing else is needed.
     
  11. NTKB

    NTKB Banned

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    Where do I sign up? :lol:
     
  12. -Freshmeat

    -Freshmeat Eternally noob

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    I know this is necrothreading from beyond, but I think Tiffy has got an exellent idea. (Not counting against losses in EAS) I have been thinking along the same lines recently and did a search to see what the general consensus was on first aid. My question is, could it be done in mutator form, using the first aid kits from SWNM? Or adding a 20 bulk bag of neverending medical supplies. I know it would be of little use in DTAS, but I still have hopes for EAS to be played more on pubs. Also, it would give hopeless players like myself a chance to do something usefull before we die.

    -Freshmeat
     
  13. sir_edmond

    sir_edmond In my own world

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    Well. Personally Bulk is extremly exagerated but the bag shouldnt have any more bulk than a claymore. Personally a claymore has high bulk.
     
  14. geogob

    geogob Koohii o nomimasu ka?

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    My field first aid kit is much more bulky than a claymore. That's, of course, without the oxygen bottle/distributor. If I carry around oxygen, it's even worse. Of course I never carry oxygen when i go hicking and stuff like that, so I doupt I would carry it around on the battle field. But even without it it's quite bulky. IIRC I carry 5 fields dressings in it + standard stuff. I really like those field dressings because they are very good for deep wound like those made by bullets. I haven't had the chance yet to threat a bullet wound. I don't know how many would be carried in a medical kit on the battle field. But from what I've learned, for a wound to the torse you will most likely need 2 such field dressings. Again IIRC, every soldier (in the canadian Army) carries one. So in a medical kit you might want to carry a few more...

    ... I'm getting to specific again. sorry.

    To be brief, IMO the bulk of the kit should be equal or more than the one of a claymore.
     
  15. sir_edmond

    sir_edmond In my own world

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    Let me restate my points.

    The first-aid-kit should be a low or no bulk item.

    The Calymore should have its bulklowered to get rid of the balance.

    The First-aid-bag should not have more bulk than a claymore to counter this balance.
     
  16. geogob

    geogob Koohii o nomimasu ka?

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    I have seen your point... but I'm debating the validity of the relation you put between the claymore bulk and the Field-first aid kit. Whether the M18 claymore bulk is to high or not I don't care right know.
     
  17. -=]N[=-ZeuS

    -=]N[=-ZeuS New Member

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    I think that before we get into any medic talk the bleeding specifics with SWNM should be finalized. If you cant bleed to death no need for a medic.

    Personally I'd like to see such things as incapacitation or non lethal injuries. It's one thing to drop your gun from a fall, but I'd like it if said person could also break their leg or sprain an ankle and add a limp in their step. Also, certain gunshot wounds should incapacitate a player without killing them. These people may be down and combat ineffective or just immobile but still a threat if you get in their LOF (like being in a perma-prone with EXTREMELY limited movement)

    Such incapacitations should be remedied by falling back to a predefined point (spawn, maybe) and get their character evaced, a new one comes in, no reinforce loss. If a character is incapacitated then another friendly could have the option of picking up the body and dragging them away, adding the bulk of the other player to the original one and restricting the momvement as needed (plus an extra for the playermodel himself) technically a wounded player should drop all equipment from himself before getting dragged away.

    After this is in, a medic could find a useful spot, or at least a medkit for incapacitated bleeding players who need to be stabilized before being moved or they die.

    About the only thing INF needs is a true reason to fall back, right now if I get shot in INF I keep going telling myself there isnt anything I can do about it, with the option of an evac it may add tension to a match if certain attackers or defenders get pinned down trying to survive.

    On the note of what edmond was saying, maybe a small stimpack could be something added to equipment by allowing players to boost adrenaline levels and therefore giving a boost in current stamina (not overall, just what you have) and also give a spring in your step but you'd also suffer from loss of agility (higher inertia to deal with) and the weapon would shake more in your hands making it a little harder to aim (especially with snipers). Speaking of snipers, you could also add tranquilisers that could steady aim (more apparent in scopes) but decreases movement and reload speed.

    My 2 cents... my looong 2 cents. I'm on my way to writing a novel, lol
     
  18. -=]N[=-ZeuS

    -=]N[=-ZeuS New Member

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    I know I'm not really talking about medics, but medics and medpacks to me imply keeping people alive and certain stimulants, drugs, medecine, etc
     
  19. geogob

    geogob Koohii o nomimasu ka?

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    ^ don't forget to read the rest of the thread :p
     
  20. Lt.

    Lt. Elitist bastard

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    yah, with SWNM, etc. we ought wait and see how this version of INF winds up, before we start thinking about what would be neat in the next version.



    adding a medic isnt necessary, i feel the ability to patch up either yourself, or a buddy will be good enough and will stay true to the INF spirit, with no need to cross into the realm of adding heal skills or medic classes.

    but, that being said, I think 2 of the best ideas in that post are:
    1) incapacitated players that can still crawl/fire back.
    2) picking up a mate, to haul him back.

    as for an incapacitated player dropping his gear... i dont think so.
    if i get shot, my mags and nades wouldnt go flying out/off of my webbing and my rifle's sling wouldnt magically detach, letting it fall away from my chest. no an incapacitated character would still have their gear and they would have to choose to dump their gear to be carried to safety.

    inline with carrying a casualty, if your mate is limping, etc. you should be able to grab onto the back of his vest and help pull him backwards into cover, or otherwise help him limp along.



    as for your tranquilizers, etc? i dont think so.
    no soldier in the modern battlespace takes pills to steady his aim ala MGS or stimpacks like a starcraft marine.
     
    Last edited: Oct 5, 2004

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