Ultimate Medic thread (WARNING LONG POST) -1 reply

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Suckyshot

meh I got nothin...

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15th June 2005

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#1 13 years ago

As it has been brought up too many times to count, please could some kind admin sticky this so it won't be brought up any more? Here's my idea for how medics should work: Replace health bar with little silloutted body, with black lines dividing the head, torso, arms, and legs to represent the specific damage zones, and their current condition, HEAD AND TORSO EXPLICIT: (note, for all of the following, I will refer to the healing item medics have as "bandages", and for all of these healing actions, the failure rate doubles if a person's appendage is healed more than once) white- no damage and no detrimental effects green- low damage, low detrimental effects- caused by simple flesh wounds, a little bit of shrapnel, brushing against barbed wire, or being hit by an SMG at 400+ yards. Medics can use their bandages to bring these back up to white, but there is a 1-25% chance of failure and a wasted bandage. yellow- moderate damage, moderate detrimental effects- caused by a direct hit by a bullet to the arm, leg, or foot, shrapnel damage by a moderately close explosion, or running through barbed wire. Medics MIGHT be able to use bandages to bring back up to green, but there is a 25-50% chance of failure and a wasted bandage. red- severe damage, full detrimental effects, caused by several hits to the arm, leg, or foot, any kind of explosion that is direct or near direct (this depends largely on the size of the explosion), or running through or getting caught in barbed wire for an extended period of time. Medics don't stand much of a chance to bring these back up to to yellow by using a bandage, but could try, despite the 60-100% chance of a failure and a wasted bandage. If the person's arms or legs are in this state, they slowly start to get blurred vision, and eventually die due to the severe bleeding; the medic can help slow down this process a little using a shot of morphine if he is out of bandaids, or doesn't wish to risk wasting them, but the person will still die if they don't seek help within a medical truck, or in their uncap, medical tent. As for heads and torsos, it is much more area sensitive where the bullet enters for the both of them. If a person is hit with a glancing blow to the very side of their chest, it won't disable them too much, but if they are shot through the lungs or the heart, they can say their prayers. Here's hoping the devs can work out something really good for that situation. Detrimental effects can be some or all of the following depending on the conditions of the wounded appendage: Arms: increased weapon sway, worsened accuracy, longer iron sight rise time, use of only pistol if one arm is in red, no weapons period if both are in red. Legs: Slower movement rate and/or limping, restricted sprinting or none at all, if in red, prone only, no standing. I'll also throw in Shellshock: Temporary blurred vision and slower movement. Medical tents are destroyable buildings that could be put in uncaps. They spawn strechters that a person can enter (once per life) like a vehicle and have all of their wounds restored up one grade if they stay in them long enough. As soon as the person exits, the strechter vanishes, and a new one spawns after a little bit of time. If the medical tent goes boom, it no longer spawns any more strechers. Trucks work very similiarly, except they can only drop about six, before they must return to the medical tent to restock. They only spawn one at a time, and must be used with care. If the med-tent is gone, the spawn time between trucks will increase, and they will obviously be unable to be restocked. Okay I'm done with this post. It's a long winded idea I know, but I'm sticking with it, cause I think it's a good one.:)




McGibs

FHdev

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3rd October 2003

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#2 13 years ago

wow, a system even more complex then mine.




Coopa

FH2 Supporter

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5th February 2005

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#3 13 years ago

Would be so great if you could do that. BUT it needs a defining question to the Devs, is it theoretically possible




Who_Flung_Poo?

No I don't know who did.

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4th November 2003

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#4 13 years ago
McGibswow, a system even more complex then mine.

Get shot and you die, they miss you live. :D




Suckyshot

meh I got nothin...

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15th June 2005

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#5 13 years ago
McGibswow, a system even more complex then mine.

Is that a good thing or a bad thing? I know it might seem like a lot, but you have to admit it would be cool if the damage system could be that deep eventually. I could easily understand if you wanted to do something basic for an earlier release, and then keep adding on to it.




MaximillianWeisemann

I post in His Glorious Name

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28th December 2004

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#6 13 years ago

idea that just came to my mind after reading the bergepanzer stuff. It would suit on most maps except the full infantry ones (like Omaha for example): replace most medics by red cross trucks/tanks: get the truck close to a wounded guy, "revive" him someway and in order to be healed he's got to climb inside and take a long rest. Shooting an ennemy red cross truck gives you -2 or even -4. Of course, there comes another issue: peeps jumping in medical trucks and rushing to cap a flag, but as said: it's just a thought that came to my mind and i've got to think about it further...




Suckyshot

meh I got nothin...

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15th June 2005

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#7 13 years ago
MaximillianWeisemannidea that just came to my mind after reading the bergepanzer stuff. It would suit on most maps except the full infantry ones (like Omaha for example): replace most medics by red cross trucks/tanks: get the truck close to a wounded guy, "revive" him someway and in order to be healed he's got to climb inside and take a long rest. Shooting an ennemy red cross truck gives you -2 or even -4. Of course, there comes another issue: peeps jumping in medical trucks and rushing to cap a flag, but as said: it's just a thought that came to my mind and i've got to think about it further...

yeahthat.gifis basically my idea for medical trucks. My thinking is though, if the trucks can do that where all the guy does is get in for a little bit and is healed, and the enemy isn't allowed to shoot them, that's the world's cheapest exploit. My idea with the strechers limits the trucks healing abilities, so they don't become cheap-mobiles. I suppose the whole dropping the strechers thing is kind of stupid, so maybe the could make it so that the back of the truck has only a one man capacity, and just find a way to limit the number of people that can be healed by them, and when they are out of supplies, their back seat gains full transport capabilties again, at least until they restock at the uncap.




FlyGuy45

*TRA* Spsk. Pilotka VVS

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22nd June 2005

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#8 13 years ago

I like it all.




Dime_a_Dozen

FH Dev Team Member

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1st January 2003

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#9 13 years ago

While it may be possible, is it at all practical for a game where we'll see more 1~2 shot kills than anything else?




Suckyshot

meh I got nothin...

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#10 13 years ago
Dime_a_DozenWhile it may be possible, is it at all practical for a game where we'll see more 1~2 shot kills than anything else?

The thing is, it wil force people to aim better. If a guy is shot up in the arm, it will take a while for him to die, and there is still plenty of a chance for him to save himself. If he gets plugged in the chest, it's bye-bye. On top of that, it also might encourage people to use certain weapons properly, rather than trying to snipe with a certain russian SMG. It's just an idea; if you guys want to dumb it down a bit, by all means go for it. I think any kind of damage system would be better than the shitty (sorry to be profane but it's the only word that fits) HP system we have now.