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Showing results for tags 'incapacitated'.
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With the eventual overhaul of a more in depth medic game play and the dragging mechanic, the following proposal could not only compliment the changes but add a simple and further emphasis on rewarding teamwork and SL decisions in the heat of a skirmish. I will break them down below! How it works: Players will be categorized into two sections, only a medic can see the state of a player (or player model). These two states are as follows A. Incapacitated (current "downed" system with live player waiting for a medic) B. Critical (player is no longer live, but player model is a valuable target [read full article to see why and how]) Section 1: Systems defining the state of a player A: Causes for incapacitated state Low caliber hits & frag rounds to the body & or multiple hits to the limbs B: Causes for Critical state High caliber hits to the body & low caliber hits to the head (high caliber hits to the head = deceased as per current system) Section 2: Rules for each player state A. Incapacitated Player screen: Incapacitated players go through the same process as they do now, dimmed screen waiting for a revive. Players who press Respawn cause their player model to go into Critical (Their RESPAWN timer is NOT affected) Bleedout to deceased state as per current system B. Critical Players placed in Critical go to respawn screen. Respawn timer +20 from current system Medics who bandage the Critical player model cut down that player Respawn timer in half! Medics who bandage the Critical player model put it into a Stabilized state Stabilized player models have the current bleedout timer increased (for survival gameplay purposes; more on this later) Once the bleedout timer expires, the Critical player models changes over to deceased Section 3: Special Buildings required for game play in further sections A special building is required at a FOB for the two types of systems to be in play. They are the following: 1. A medic station 2. An intel radio (must be manned by a live player) More on this later Section 4: Friendly Critical players gameplay Friendly Critical player models are important and require a medic (and possibly other dedicated players for super efficient transportation) Rules for mechanics to be in effect: A special building (medic station) is required at a FOB for this mechanic to be in play (if it disappears or is dug up, the mechanic will not work) Critical player models may be brought back to MAIN BASE For every # (X) Critical player models brought back to MAIN BASE 1 ticket is refunded (rewarded) Section 5: Enemy Critical players gameplay While some squads may make it a priority to rescue critical player models, the enemy may too. These will be broken down into two sections (C & E) Note: X means up to the devs/community for balance reasons Rules for C: Reduce enemy tickets A special building (intel radio) is required at a FOB for this mechanic to be in play (if it disappears or is dug up, the mechanic will not work) special building does NOT HAVE TO BE MANNED by a live player ENEMY Critical player models may be brought back to your MAIN BASE For every # (X) Critical player models brought back to your MAIN BASE; enemy team has 1 ticket lost Rules for D: intel on the enemy a special building (intel radio) must be manned for this mechanic to be in play (for reasons below) For every X Critical ENEMY player model brought back to your MAIN BASE; the following situation happens The live player manning the special building receives the general location (the SAME current system used for CACHES in Insurgency mode) in YELLOW on their map and their map only The live player will then use these general locations to relay to their SQUAD LEADER and/or local VOIP (was placed for balance but removed due to a good point) If the special building is not manned or is removed; the map locators are wiped If the special building is rebuilt, it is a blank slate and the number and revealings of critical bodies continues (see below) The number and revealings of Critical bodies brought to your main are as follows: 1. 5(or X) ENEMY Critical brought to main = General location of an enemy SL 2. 10 (or X) ENEMY Critical brought to main = General location of an enemy SL rally point 3. 15 (or X) ENEMY Critical brought to main = General location of an enemy vehicle in use 4. 20 (or X) ENEMY Critical brought to main = General location of an enemy HAB /FOB Radio 5. After 20 (or final X) Critical brought to main = rolls over and resets back to step 1. Section 6: Rules for vehicles Vehicles may pick up Critical player models Vehicles may only carry 1/2 of their normal live player seats Empty vehicles with Critical player models can have them removed (or rescued) by a player using the "use button" (to place the player model into a dragging state or just next to the vehicle The proposed system would not only place emphasis on the medic class but also add an additional layer of gameplay for both sides. If played correctly by one side through coordiated teamwork, they can receive a great advantage over the enemy. Feel free to make suggestions or ask questions, I will happily update if this discussion evolves! Best, Gz
SpecialAgentJohnson posted a topic in Feedback & SuggestionsSome people have suggested that incapacitated should be able to be killed, and while I can understand the problems with that, one of them being the medic being less important, as well as ethical reasons (for those who think that is important in a computer game), I have come up with a compromise: How about make it possible, but only during a very limited time span, say maybe 5 seconds after being critically hit. It is kind of irritating never getting those kills that you should have, and also unrealistic knowing that the guy you just neutralized will survive a grenade detonating right on top of him, and knowing he will be resurrected by medics, and shooting right back at you in 1 min or so. As it is know (I think), if you critically hit someone instead of killing him, then you are bound to have a problem biting you in the back very short from now. That is kind of frustrating. One can argue that more damage being done within 5 seconds is part of the initial hit actually.
We Cant Kill Each Other so we have to kill ourselves? [The concept of getting the other team to kill themselves more seems strange and almost a little sick compared to killing downed players.] As someone who wants players to die for good more often if I cannot kill them for good myself i find this hypocritical. "Giving Up" is less ethical than killing a downed player. Either way i know this has been said before on the forums about not being able to kill incapacitated players because its unethical and its not what they want for the game. The give up buttons should go. I thought I would just point that out.... but more to the point of why I believe downed players should be killed (I know it will not happen) I feel the current respawn system, if not changed, will increase the longevity of a squad beyond what it should realistically handle once aerial vehicles are implemented. Being able to kill downed players would be a solution I think but there may be other options. Squads Will Last Unrealistically Long in Engagements Purely from The Air I agree and think that is fine, not being able to kill downed players but something should change later. Hopefully bombs and plane bullets kill people dead. I don't know if they plan on implementing anything but currently you can not kill any enemies really at all?! And Leaves me questioning what good an airstrike will ever do unless it is to support a friendly infantry advancement to the enemy's "previous" position. (Its not previous until you actually send people there to kill their rally for good or they may be able to stay their indefinitely unless the bomber "incapacitates" the medics and the SL at the same time along with their rally point, start praying its not indoors or the air vehicles will start having to worry about the enemy shooting them down one 9mm round at a time). That is ridiculous. I hope that this will change soon so I do not have to kill myself as much anymore. (sarcasm here) I would love it if the aircraft could make more of a difference without the need for friendly ground units to make sure the enemy doesn't raise from the dead on the same position over and over again. Some Options: 1)Remove Rallies once transport choppers are implemented, they are needed for advancement now, i feel, but with air insertion they will just be a way for the enemy squad to stay on a location for unrealistic amount of engagement unless the other team moves into their position. Rally points are too quick to slap down and stay there. FOBs take time and they are a structure you can see and not able to hide it in a single bush. 2) Guns on the Aerial Support Vehicles send bullets to the earth's core and back 3)Downed players can get dead by other means than suicide [i know its not happening] 4)Players don't get downed as often, just more dead Does anyone else agree?
Hi. This thread is dedicated to all of us due to the saying "I am Dead-Dead" How to stop this? Simple, in a training mode or manual or community effort there needs to be a clarification. Dead is Dead. You're not being resurrected by a medic.Injured needs a medic bag for magical human flesh crisis resolutionCritical is the guy who's on the floor and needs to be electrocuted to come back to lifeSounds cool? Cool.