What is your dream AA:PG medic system?

Just for fun :D
How do you want it to be?
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  • SSKwaNtedSSKwaNted Posts: 266Player
    No revive at all, that would be awesome
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  • SumTingWong?SumTingWong? Posts: 79Player
    SSKwaNted wrote: »
    No revive at all, that would be awesome

    Then the camping will start
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  • feldeX^feldeX^ Posts: 59Player
    SSKwaNted wrote: »
    No revive at all, that would be awesome

    +1
  • -SD-DELTON-ACI--SD-DELTON-ACI- Posts: 1,548Player
    The one we have now.
    gKQ6BB2.png
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited January 2016
    No revives is the dream. However, I'll repost what I've said in the past (more or less) regarding the medic system.

    1 medic per 4 soldiers (make 3 per 12 player team). That is, 4 players = 1 medic. 8 players = 2 medics. 12 players = 3 medics. 5 players still equals 1 medic.
    Acts as rifleman class.

    Players who can heal teammates: Medic and CLS trained players.
    All players have to go through Combat Life Saver class in order to administer medical treatment.
    All players have to go through Medic training in order to use the medic class.
    All players who are CLS trained can administer medical treatment.

    Medical treatment can be administered to active and incapacitated players.

    Active:
    Player can self bandage. Self bandaging reduces rate of bleed out. Player can bleed to the lesser of max bleed damage or 1% HP.
    CLS teammate bandage: Reduces rate of bleed out more. Player can bleed to the lesser of max bleed damage or 25% of remaining HP.
    Medic teammate bandage: Stops bleeding. Removes revive penalties.

    Bandaging can stack. This means a player can bandage himself, get bandaged by a CLS teammate, then a medic can stop the bleeding.

    Incapacitated:
    CLS teammate revive: Player incurs additional penalties to non-ADS spread and ADS spread/recoil.
    Medic teammate revive: Player incurs no additional penalties.

    I'd also prefer if HS kills = no revive. IMO the medic system should be more focused on the active players rather than inactive. Also, the medic can't be overpowered to where he becomes a VIP. That's why teammates should still be able to heal teammates, but at a penalty. The bleed out function also becomes more of a factor since self and CLS bandaging only reduce the rate (or max HP) of bleed damage. While players may not bleed to death, they can still lose a great deal of HP from bleeding. It also keeps all players involved with the medical system, but still gives the medic an important function.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • SSKwaNtedSSKwaNted Posts: 266Player
    SSKwaNted wrote: »
    No revive at all, that would be awesome

    Then the camping will start

    Camping started years ago, at least campers watching dead bodies will go away, even if now with the new system is a little better
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  • -hyperlite--hyperlite- Posts: 104Player
    No revives and no designated medics. Why should my game be affected by some random who took the medic slot. The best thing about the current system is the self bandage.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    No revives and no designated medics. Why should my game be affected by some random who took the medic slot. The best thing about the current system is the self bandage.

    Because this game is clearly all about teamplay. At least many people wish it was.
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited January 2016
    My dream is one where we all agree that whatever medic system is in, is a good one we can all be happy about, But I'm not holding out much hope has to be said and dreams never come true :lol:
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • Keebler750Keebler750 Posts: 3,621Player
    Any discussion of a system requires a look at cost/benefit, not just cost (or negatives). I rarely see Medic System detractors concede that there is ANY benefit to what we have now.

    On this point, I totally disagree.

    This my way or the highway approach to our discussions is why the Devs end up doing things THEIR way. No one in the community can come to consensus, therefore there is no consensus to build features on. It's not like they haven't tried. (Incidentally, factional consensus is not consensus....)

    I for one very much buy into Saccho's recent assessment of the Revive system in terms of a more balanced view of it. (Can't remember which thread....)

    I LIKE trying to get to another player and helping him get back into the game. I think it adds another layer to decision making, and a sense of working together (even if being incapped was a consequence of foolish decisions!)

    There ARE benefits to the current system....and negatives too.

    Add to that the sheer difficulty of getting a system that works without unintended gameplay or bug consequences, and we end up in a rut! We own at least PART of this problem!

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  • SacchoSaccho Posts: 1,577Player
    Keebler750 wrote: »
    on the value of consensus-building
    Agreed on the sentiments. Easier said than done on finding common ground, unfortunately.

    The comment you referenced -- http://forum.americasarmy.com/discussion/comment/29897/#Comment_29897
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited January 2016
    I've laid out a system that would give the best of both worlds. It integrates a medic role and forces team play if you don't want to continuously lose large chunks of HP. At the same time, it still allows players to "solo" if needed, but it isn't as powerful as now. Right now, soloing is powerful since you can get injured and quickly bandage yourself up with no negative effects. With my system, the negative effect is a continuous loss of health until full bleed damage or 1% HP. Both are time hurts for any player. It forces players to stay in the vicinity of their friendlies in order to get bandaged up when they get injured.

    It also gives the medic an ability that other players don't have, making his role useful, but it doesn't overpower him to the point where a bad or dead medic will cripple the team. It also is a system that can work for competitive play since it would work if revives are disabled.

    In terms of revive vs. no revive... revives are here to stay. There's no point of even arguing it. I'd rather people come up with good ideas of how a medic system should work while keeping revives as part of the game. Just saying "no revives" is worthless for the discussion. I'd love no revives, but the Army wants them and they'll still be here.

    In pub games, they add good and bad elements. Of course there is an aspect of it that you play almost expecting a revive as long as you don't die near a nest of enemies. It's not a good attitude, but I certainly think it's a prevailing one.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • Keebler750Keebler750 Posts: 3,621Player
    Ya, Whip. I agree in general with what you've written as well. I do hope we can make improvements in the future that don't erase what I think is (like many things here) an interesting, if flawed, feature.

    We all say we want AAPG to have character...something different from other games.
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  • IO_i_OIIO_i_OI Posts: 1,107Player
    If it happens which I don't think so then you will need at least 3 medics per team and medics must be able to take more damage but carry a lighter weapon or none at all. Wouldn't be much fun playing a medic.
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  • Some really hot nurses would be my dream medic system
  • Bam4DBam4D Posts: 976Player
    edited January 2016
    I think of the medic now as more of a rescue mechanic team play vehicle and one we love. It's awesome when going for a rescue then hear the pop pop of suppression fire from behind because your team knows a man down is the most important OBJ and work in unison to achieve that goal, nothing is more beautiful and rewarding and only AA brings that feeling.

    I'm very satisfied with it, would like AA to use a top sarge voice actor to yell out " we got a man down" and maybe a " cover me going in " would give anything for some sweet army comms we could use. Maybe add a multiplier for great team coverage during a rescue?

    _________________________

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  • Keebler750Keebler750 Posts: 3,621Player
    I really try to be area cover for a guy going to revive a teammate so he doesn't face an enemy alone. So, if I go into the area with him, I take a knee and get ready to defend! I'll even block with my body sometimes.
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  • Bam4DBam4D Posts: 976Player
    Keebler750 wrote: »
    I really try to be area cover for a guy going to revive a teammate so he doesn't face an enemy alone. So, if I go into the area with him, I take a knee and get ready to defend! I'll even block with my body sometimes.

    Sweet, you do play ARMY!! hooagh!!

    _________________________

    ********Bam4D********

    BE ALL (THAT) YOU CAN BE!

    ________Army 1980_________


  • =R*C=TeEeJai!=R*C=TeEeJai! Posts: 26Player
    I think the current system is pretty good. I think there should be more consequence of getting picked up though. The player should run slower, sway more, things like that.
  • CrushmasterCrushmaster Posts: 501Player
    I think the current system is pretty good. I think there should be more consequence of getting picked up though. The player should run slower, sway more, things like that.
    You do have more sway, I believe, and it's harder to control recoil, but it is true you don't run any slower.
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