Moody
Member
So, medics classes and realism games have always had an odd relationship. The idea of healing someone in the field back to combat effective status is pretty far fetched except in rare cases with bullet grazes. So if a medic is going to be added in, it would have to be with the knowledge and understanding that whatever mechanic was put in place for healing would be a bit far fetched and game-y.
Most video games simplify the medical mechanics as much as possible, usually to the point of it simply being point and click. You guys can keep it simple as well (or not at all). It sure as hell is much less work. But I think that if you guys add in a very awesome and somewhat complex medical system it would not only be awesome, but would be one more thing to make you guys stand out from other realism based games.
Part 1: Healing in the field (very feasible, involves some work, but not too much imo)
When a player is injured they receive several negative effects based on where they were hit.
If the wound is sever, there will be shaking and shivering because of the pain and blood loss. When the player uses their personal bandages, it only removes those negative effects to a certain extent, and might not completely stem the bleeding. To be back to normal the medic must use first aid on the player. The medic gets a med-kit and morphine. When you go to heal someone, you simply press a button that inspects the other player's condition, and tells some side effects. This is to determine whether the pain is severe enough that you should administer morphine. Giving morphine to a player that doesn't need it will increase weapon sway and increase color saturation (just for effect). These effects wear off over time. Giving someone more than one shot should stop a person's heart (negative points for incorrect treatment or team killing with morphine to prevent trolling)
Part 2: Stabilizing a downed player (a large amount of work, but would be awesome)
When a player is very severely wounded, their body falls to the ground and plays some sort of wounded animation. To the player that is downed, it acts as if they had died (they soon respawn and can't be brought back to life). The point of this is to give the medic a chance to stabilize that person, and if done successfully, the team doesn't lose a ticket for that player's death.
Stabilizing someone could involve using bandages, morphine, epinephrine, plasma, and/or sulfanilamide (depending on how complex you want to go). It would require inspecting the person, which returns a text based response (ie, on the top right of you screen a text box comes up explaining the person's condition) and then giving the correct treatment (epi if barely conscious, morphine for pain, plasma if heavy bleeding, sulfanilamide to prevent infection, ect). The more accurately you treat the wound, the more tickets your team gets (maybe max 5 tickets if you are pristine)
Sorry for the wall of text. I know this is complicated, and I know it's a lot of work, but I think it would be awesome, and I don't think it would be too difficult of a learning curve. I've seen these types of suggestions for many other realism games, but none of them have gone the extra mile in this field yet. But I do understand that you guys have to set priorities and can't be unrealistic about your goals.
Thoughts?
Edit: If the gore goes far enough as to include severed limbs, tourniquets would be an awesome addition to my suggestion.
Most video games simplify the medical mechanics as much as possible, usually to the point of it simply being point and click. You guys can keep it simple as well (or not at all). It sure as hell is much less work. But I think that if you guys add in a very awesome and somewhat complex medical system it would not only be awesome, but would be one more thing to make you guys stand out from other realism based games.
Part 1: Healing in the field (very feasible, involves some work, but not too much imo)
When a player is injured they receive several negative effects based on where they were hit.
- Legs: Slower movement speed.
- Arms: Increased weapon sway.
- Torso: Extreme pain and bleeding.
- Head: Pain, disorientation (I'm assuming this would only happen if a pistol/smg round hits a helmet)
If the wound is sever, there will be shaking and shivering because of the pain and blood loss. When the player uses their personal bandages, it only removes those negative effects to a certain extent, and might not completely stem the bleeding. To be back to normal the medic must use first aid on the player. The medic gets a med-kit and morphine. When you go to heal someone, you simply press a button that inspects the other player's condition, and tells some side effects. This is to determine whether the pain is severe enough that you should administer morphine. Giving morphine to a player that doesn't need it will increase weapon sway and increase color saturation (just for effect). These effects wear off over time. Giving someone more than one shot should stop a person's heart (negative points for incorrect treatment or team killing with morphine to prevent trolling)
Part 2: Stabilizing a downed player (a large amount of work, but would be awesome)
When a player is very severely wounded, their body falls to the ground and plays some sort of wounded animation. To the player that is downed, it acts as if they had died (they soon respawn and can't be brought back to life). The point of this is to give the medic a chance to stabilize that person, and if done successfully, the team doesn't lose a ticket for that player's death.
Stabilizing someone could involve using bandages, morphine, epinephrine, plasma, and/or sulfanilamide (depending on how complex you want to go). It would require inspecting the person, which returns a text based response (ie, on the top right of you screen a text box comes up explaining the person's condition) and then giving the correct treatment (epi if barely conscious, morphine for pain, plasma if heavy bleeding, sulfanilamide to prevent infection, ect). The more accurately you treat the wound, the more tickets your team gets (maybe max 5 tickets if you are pristine)
Sorry for the wall of text. I know this is complicated, and I know it's a lot of work, but I think it would be awesome, and I don't think it would be too difficult of a learning curve. I've seen these types of suggestions for many other realism games, but none of them have gone the extra mile in this field yet. But I do understand that you guys have to set priorities and can't be unrealistic about your goals.
Thoughts?
Edit: If the gore goes far enough as to include severed limbs, tourniquets would be an awesome addition to my suggestion.
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