Jason9mm wrote:
The medic system would potentially alter how the fights progress (or rather, how they would grind to a halt). I'm assuming the AI enemy would have medics too, therefore it'd be pretty hard to actually clear an area of enemies = keep the attack moving and ultimately conquering the objective.
You're probably overestimating the intent of medic feature. There should be strict limits to it, so that it feels like having more lives (or only 1 extra life for that matter, it's not decided or balanced yet), than being invulnerable with small periods of recovering. It should not be available at all times, so you can't just repeatedly get healed. This would not completely remove the running part, but it would decrease it. There's no intention of removing the running part completely here, ok? That won't just happen. Period. You would have your second chance, but that's probably it. The same goes for AI. It could be e.g. that each team of over 5 soldiers leaving a friendly base gets one medikit with them, someone of the guys carries it, and it can be applied to two soldiers once, until you ran out of bandages. Just an example that might work.
Now this
Jason9mm wrote:
I very much like the feeling of the soldiers being as fragile as they are (this resonates with my dislike of Hollywood/big budget shooters, where a man is taken down only after half a clip of assault rifle hits) and as you said yourself dying is a big part of the game.
and this
Jason9mm wrote:
As for taking big risks, charging the enemy, assaulting and so forth, I don't think it should be seen as playing wrong or stupid.
are not something that go well hand in hand. Taking big risks has to mean it, it's a risk, you either win or you don't, which means you can get killed. When taking an obvious risk you're relying on chance, randomness and probabilities that you will win there. If the game is about getting killed with a single shot, it tends to be so that taking risks results in getting killed. Taking big risks also belongs to the Hollywood category in my mind, that's the hero stuff. So, I think these things don't bond very well.
Jason9mm wrote:
It's even easy to check; if the player doesn't drive the attack, typically it doesn't really move anywhere (unless there's considerable advantage in numbers).
I can't really agree on this. As of 0.35, I find myself following the fellow AI more often than driving the attack myself. There's likely a difference in the playing style between the two of us, I'm usually quite patient and don't mind waiting for some time. Also the base in question has meaning, as if there's only a little cover, the AI is pretty clueless how to approach. That said, I've also seen them doing a full frontal attack on an open ground in 0.35, which I didn't expect. I know now what's the AI reasoning behind it, but initially I wasn't expecting something like that could come out of it.
Jason9mm wrote:
With 0.35, as various changes seem to have made the average fights bigger, it seems that the fighting is gravitating towards extreme ranges. And I'm talking about extreme extreme, as in killing people outside the screen or so that you just see a few pixels of them.
I've seen this in a couple of places, e.g. West Farm which stands on a hill and there's no places of cover to attack that hill, but I wouldn't say it's a common thing in the game. I'm still getting into places where I can get to use the knife

So, all in all, you agree that going for solution A, closer bases, and B, less damage on distant shots, will have an effect for the better, right?
I understand you wouldn't like the medic feature C. I'm not specifically insisting on it either, but I wouldn't mind seeing a soldier being dragged to safety after getting wounded on the battlefield, it would definitely be one of those wow effects for the first time seeing it. It's obvious that it would need to be carefully balanced and restricted, so that it helps in continuing on the battlefield to SOME extent but doesn't ruin the game by making it always available. I think it would also help especially in cooperative to keep the team of players together as much as possible.
I didn't notice you saying anything about the alternative spawn point with coming down airborne, that's D.
You suggested to tweak the accuracy of weapons, I agree on that. It should get better when I implement the dynamic crosshair, so that you can actually see the accuracy behavior with sustained fire. Makes it a lot more easier to tweak.