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PostPosted: Sun Jun 16, 2013 6:24 pm 
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MrNuckFuggets wrote:
This would change the game significantly. We won't be able to use grenades in larger fights, for example. The grenade would kill more wounded than healthy enemies, since the wounded can't move out of the blast radius. Spraying machine gun fire and using the tank would be more difficult too. If you do feel the need to implement this, please externalize this penalty so it can be changed. I can't stress this enough.


We didn't really plan anything yet, we just discussed it. I am also aware that grenades and bullet sprays could make you kill wounded soldier so ya, maybe no XP at all in that case.


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PostPosted: Sun Jun 16, 2013 7:47 pm 
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Luck of Duck wrote:
Some (say 50%) you would only have like 1-3 seconds to start the interaction with the wounded (to begin the CPR or commence the stab!) and other 50% would have like 10-20 seconds of threshold. Also the latter could do stuff like yell for medic, identifying them self as wounded with hope of surviving.

If there is a part of good idea in there, well... good! :D


I'd say go for 20-ish seconds, maybe more. In a real war, soldiers can lay wounded, waiting for a medic for minutes, so why not in RWR? Of course you don't want to lay around for so long as a player, but it does build up some nice tension. I feel 20+ seconds should do the trick.


MrNuckFuggets wrote:
In real life, combat medics carry and use firearms, so they aren't protected by the Geneva Convention. They don't wear any extra markings either. Why not just show the medikit on the back, like the other "classes"?



It easier to identify a medic by a helmet than by something on his back that you may not see due to the camera angle. Shields and LAWs are obvious, medkits aren't. So still a large supporter of a clear visual indicator for medics.

Not sure where your Geneva Convention argument is coming from, I never said medics should be treated differently by AI.

And on an unrelated note, your banner makes all your comments fall off the screen. People without a widescreen have to scroll left to right to left to right to read your comments...

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PostPosted: Sun Jun 16, 2013 11:53 pm 
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Realistic or not, I think that visually it would be nice for medics to have a white helmet - have always liked that look and wouldn't mind playing as a medic myself.


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PostPosted: Mon Jun 17, 2013 3:32 am 
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Visionhunter wrote:
It easier to identify a medic by a helmet than by something on his back that you may not see due to the camera angle. Shields and LAWs are obvious, medkits aren't. So still a large supporter of a clear visual indicator for medics.

Not sure where your Geneva Convention argument is coming from, I never said medics should be treated differently by AI.

And on an unrelated note, your banner makes all your comments fall off the screen. People without a widescreen have to scroll left to right to left to right to read your comments...


Sorry, I was replying to one of Jack's ideas with the same edit.

The medikit in RWR is actually pretty big. At least as visible as the LAW.

Thanks for the heads up BTW, I've changed the image.

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Last edited by MrNuckFuggets on Tue Jun 18, 2013 4:53 am, edited 3 times in total.

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PostPosted: Mon Jun 17, 2013 3:03 pm 
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Figured after being quiet in this discussion I'd throw my 2 cents in.

Would be a huge fan of the LAW/RiotShield/Medikit shown on the back. I think a backpack/armband is enough for medics. Modern medics don't wear big white helmets afaik. Just a patch and a backpack sign or something. In contrast to ^, I really HATE big white helmets :P

Definitely think the Geneva Convention should go out the window. Let me kill wounded soldiers :D

Would love to see more AI with vests and less AI with medikits. Agree 100% with you on that. Same with the XP or RP bonus. Either or. I think in regards to killing wounded enemies, only knifing a wounded enemy loses XP/RP. Otherwise, putting the SOB out of his misery with a bullet should be a neutral act. About converting/healing enemy units. That'd be funny. Almost like the WOLOLOLO of AOE2 hahaha. Not sure how I feel about it. Wouldn't really mind because it only comes up once in a blue moon. However, healing enemy human players to change their faction shouldn't work.

About the way vests work, wouldn't mind seeing more "hitpoints" added by wearing vests. Would make a vested character more bullet spongey which is fine by me. Even a little bit of bullet sponginess makes a huge difference in a game where 1 bullet = death.

While we're on the subject, a couple things i'd like to see relating to medics, classes and things of the sort.

1. Bullet vest model to tell who is and who isn't wearing one. If it's hard to see, a special helmet like a black one could make it easier to tell who has a vest on.

2. Damage model for said bullet vest model so you can tell if you are getting hits on the vest or not.

3. Dragging wounded soldiers to and from cover. Adds a bit of realism and tension to being a medic.

4. Being one of the poor folk without a widescreen, thanks MrNuckFuggets :D

That's all for now folks.

ComJak

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PostPosted: Wed Jul 03, 2013 6:52 pm 
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At the time of posting this pasik is reading this suggestion. I think some of this actually might make it in if he likes the ideas!
I for one really like the idea of having more AI with vests and less medics, although the decrease in medics should be very small, like 0.1%.
Also, Comjak has the right idea with the knifing thing! It solves the problems that the grenades/stray bullets/rockets would cause.

Me being the one person who doesn't have a lot of friends who play this game and don't do servers, the AI are the only...things...I can play with on this game!

Ps. Thanks Pasik for reading most of the suggestions!


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PostPosted: Thu Jul 04, 2013 12:51 pm 
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NotSoAwesomeNation wrote:

Me being the one person who doesn't have a lot of friends who play this game and don't do servers, the AI are the only...things...I can play with on this game!


Same here! I like multiplayer, but often I prefer singleplayer.

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