What is your dream AA:PG medic system?

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  • =R*C=TeEeJai!=R*C=TeEeJai! Posts: 26Player
    I've never felt "hindered" after being picked up, I guess that's my main point. This would change the dynamic of the game though. People would think twice about rushing solo if they had to hobble along for the rest of the round.
  • -=[USA]=-rubberboot-ACI--=[USA]=-rubberboot-ACI- Posts: 126Beta Tester
    The AA2 system of having designated medics doesnt work. reason being is because the medic has to go to the downed player, unlike AA2 which the wounded player went to the medic. this makes the medic the VIP in every mission. body camp and it will be a fore gone conclusion that 1 of the medics will rush right out there and get killed

    this is one thing that AA3 did completely right. it was a first aid kit, and was finite. once you were out of F.A.K's, reviving was over. the only "bad" thing about it was the mini game to treat wounds, and even that added some depth to it. In AAPG, F.A.K's will work excellent, even better if it is an "or" type system - grenade and flash or FAK; Fog and nade or instead of those, 2 FAK's. brings a completely different game into play. example - on an extract mission, does the team bring F.A.K's and Fogs or do some bring nades? you want no revives? no one brings the kits. no server setting to set...
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    Honestly, I've been playing in beer me's hardcore server and I enjoy the game so much more without revives.
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  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited February 2016
    Whiplash27 wrote: »
    Honestly, I've been playing in beer me's hardcore server and I enjoy the game so much more without revives.

    Yeah you actually get to play more when you are playing with no revives. Due to the fact rounds will go faster. You know where rounds take the longest? Servers with 2 revives! Yet one of the major arguments for revives is someone does not want to sit and wait for round to end. Well round would not take long and people wouldn't have to camp so much if someone gets a kill at a distance they can't push up because that guys going to get revived so they have to wait for that person to potential get revived and kill them again to move up. On some servers they gotta kill the person 3 times. No not every situation would be like this. But I am sure you guys get what I am saying with this.

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  • Bam4DBam4D Posts: 976Player
    I love the dynamics of the rescue.. one of the great teamwork aspects of this game.

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  • The first aid kit, sounds like it could work if used right , i have never played aa3, but i did play aa2 and i dont think the "designated medic" would work unless the game took out revives(highly unlikely)

    so essentially in boot's suggestion, in our load out screen we would have the option of choosing Nade/Flash/Fog/ and a Medic-kit?.......to add to his suggestion, the option to add medic kit's can only be used if "unlocked" via medic training and if you haven't completed the medic training you cant revive anyone!(this would also possibly fix the problem of new players trying to revive teammates when there is an enemy right next to them), id also keep the "self bandage" system but i think there should be a limit to it, like 2 self bandage max.

    p.s. my dream is no revives and kinda like whiplash's dream, but i know it will never happen XD

  • Keebler750Keebler750 Posts: 3,621Beta Tester
    Colts, the only way you get to play LESS with multiple revives is if you died too soon and too far from help. The guys who DIDN'T die have to run around and save everyone if they want to win.

    More than one way of looking at this.

    The players that didn't die are the ones who get to play the most, followed by those with buddies near by who pick them up, followed by those who get picked up eventually, and bringing up the rear...the guy who died taking a risk, or off in the middle of nowhere who has to wait the longest.

    This revive system is pretty complex in the gamut of decisions made. For that reason, I think it has at least some merit.

    And for the record, I play on BeerMe server 2 with no revives because it's full, not because I like no revives.

    The one thing I like about no revives is how it helps my KDR. Anyone else willing to admit that?
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  • -SD-DELTON-ACI--SD-DELTON-ACI- Posts: 1,518Player
    Its been said in post some servers have 2 revives some have none some have 3.
    Pick the one you like and play on that server isn't that what we want a choice to play what we like.
    Its perfect as it is now please don't change it..
    Just a side note please don't let it be 1 or 2 medics in a team, both camping in the garden medics I will never get revived.

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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    Keebler750 wrote: »
    The one thing I like about no revives is how it helps my KDR. Anyone else willing to admit that?

    That all depends. I guess at any given time there are less guys around to kill you as you pick them off. However, on revive servers there are also a bunch of guys running around with 30 health. So I wouldn't say having no revives really helps all too much.
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  • GoA]z!o[N]cya[GoA]z!o[N]cya[ Posts: 109Player
    edited February 2016
    Don't mess with the revive options,It's up to the serveradmins!
    I hope it's not offtopic but while reading this thread i had a fixed idea. Instead of a classy vip we can build a new gametype with 2,3 combat medics (females?). The goal would be to escort a least one combat medic to a vip to threat his injuries. It's also possible that both teams can threat the vip and get some intel for the next mission object. (= sf courtyard style )


  • ArtlessArtless Posts: 9Player
    I like the system that is in the game now. My only "improvement" would be that headshot = no revive, (but I think that's a server setting?)
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  • -SD-DELTON-ACI--SD-DELTON-ACI- Posts: 1,518Player
    Artless wrote: »
    I like the system that is in the game now. My only "improvement" would be that headshot = no revive, (but I think that's a server setting?)

    It is a server setting :wink:
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  • -PPaaxx--PPaaxx- Posts: 1,576Player
    edited February 2016
    Whiplash27 wrote: »
    Honestly, I've been playing in beer me's hardcore server and I enjoy the game so much more without revives.

    I play there too but hate the no revives. I like the the maps but not the 'no revives'.
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  • KodenKoden Posts: 284Player
    edited February 2016
    I don't like the way the medic system was designed back in AA3 because the focus was about the function and not the role, which would be fine by itself, but to me it isn't (in a game such as America's Army), if you want to have a squad with precise roles assigned to its members. If you actually want someone to enforce the responsibility of the specific roles he has been given, why wouldn't you set it up so that his/her soldier class actually has a difference in the way it approaches the game? Other games do feature some sort of perks, as in Killing Floor, where every perks has particular abilities, e.g the commando can make a better use of a certain weapon, the berserker can run a bit faster, and the medic can heal people more efficiently.

    As of now each soldier class is truly designated only upon the weapons it can use, and that is something even the most generic shooter can achieve.
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  • ddra-ddra- Posts: 455Player
    My response is taking into consideration that revives are here to stay, whether we like it or not. The AAPG devs have historically not removed any features introduced to public builds, just tweaked them until acceptable.

    For the comp community it's not really an issue since we scrim and play matches without revives.
    [...] This is one thing that AA3 did completely right. it was a first aid kit, and was finite. Once you were out of F.A.K's, reviving was over.

    I do agree that medic revive kits should be finite. 1 medic per 4-5 players should suffice. 12v12 games would then not be all about which team revives the most. Only some will be revived before the medic runs out of revive kits.
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  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Keebler750 wrote: »
    Colts, the only way you get to play LESS with multiple revives is if you died too soon and too far from help. The guys who DIDN'T die have to run around and save everyone if they want to win.

    I said round go bye faster with 0 revives longer with 1 revive and even longer with 2 revives.
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  • Keebler750Keebler750 Posts: 3,621Beta Tester
    Consider the concept of "uptime per hour."

    Doesn't matter how many rounds, matches, or bunny hops in there. :)

    A guy that doesn't die as much plays more per hour. Revives change round length perhaps, but if anything, I'd bet on average it IMPROVES his time played per hour.
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited February 2016
    I don't know if it really has a large effect on that. What's the percentage chance that any player who dies with be revived in the round? Whatever it is, any other player will be dead and have to wait until the end of round. Round will be longer since players keep getting picked up and dragging things out, player waits longer.

    It's all chance. Sometimes you play more, sometimes less.
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  • iNv|eKCommiNv|eKComm Posts: 394Player
    edited February 2016
    At the end of the day theres no denying that its out of control. Lets look at this from a couple perspectives.

    First... Realism, AA2 really did the medic the correct way. I'm sure to some degree on a battlefield every soldier can assist another soldier if he is hurt but the more serious situations would require a medic with provisions. Not everyone on a battlefield in real life has the provisions to help a buddy with life threatening injuries. Further, lets entertain the idea that potentially every soldier has the provisions to help a downed soldier with life threatening injuries. If such a case existed, they would only have provisions enough to help one buddy, MAYBE two. So immediately we can see the flaws of the current revive system from a realism perspective. In fact, its completely unrealistic.

    Second... From a gameplay perspective it introduces many problems. By allowing revives to be so rampant, players are prevented from learning how to play properly. This is why there are an overwhelming number of terrible players in AAPG. The revive system teaches players that they can run/do whatever they want and then yell at their teammates for a revive just so they can do it again. I see it all the time, this isn't teamwork... its selfish solo play promoted by the revive system. Not only are players selfish and reckless on one the incapped side of the revive.. but they are ALSO selfish a reckless on the reviving side of the revive. Players revive others into death for points and because "Why not?". The lack of penalty teaches players that this behavior is okay and acceptable.

    Its exceedingly clear that this implementation of the medic system very rarely leads to good team play. Anyone who plays enough and is observant can see the truth that the medic/revive system is the source of poor and selfish play.

    A better implementation would work as follows.

    - There shall be a limited number of players capable of reviving. These players are called medics.
    - There shall only be one medic provisioned for every 3 players on the team.
    - A medic shall only be capable of applying three revives
    - A medic shall carry some visible medpack addition to their character model.
    - A player shall be required to pass multiple trainings with Gold status to be capable of selecting the medic class.
    - A successful revive shall yield a generous amount of points
    - An unsuccessful revive shall deduct A LOT of points
    - All players shall be able to patch their own wounds without limit.

    There are major benefits to this system.
    1. Medics will be smarter. The training in addition to the new risk/reward in points will mean that medics are more attentive to whats going around them. They will also be smarter because they will learn to understand that if they do their job poorly they will lose a lot of points and if they do their job well they can be atop the score board.
    2. There will be strategy behind protecting your teams medics. On the other side of the barrel there will be strategy to kill the medics. Depth.
    3. A large decrease in revive begging and players giving in to revive beggars. As players become smarter medics which is inherent in this system, revive beggars will be frowned upon and ignored.
    4. Faster rounds and more action for all players. By reducing the total number of revives there will be a net gain of more players playing more of the time.
    5. Another thing for players to strive to achieve! Added progression and depth to the game. Medic training would not be easy and would give the player a great sense of pride in completing their training and helping their buddies on the battle field.
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited February 2016
    iNv|eKComm wrote: »
    eKComm's medic post above

    Long story short..

    he_s_right_you_know_by_nightdemon12-d70r777.jpg

    I like the whole idea of the revive system, getting someone back in the game should be a reward for your team, not for your points.. it's all just wayyy overdone. I hope 'when' medics do come and I'm sure they will at some point.. revives are changed along the lines of eK's post.
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