What is your dream AA:PG medic system?

13

Comments

  • Keebler750Keebler750 Posts: 3,621Player
    If players want more action with less waiting, maybe we should have respawns!

    Oh, ya...they have to go to another title for that....because this is America's Army...
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  • KodenKoden Posts: 284Player
    Keebler, I think there was an odd sort of respawn back in the cooperative mode on AA3...but the whole mode wasn't as good as it was back in AA2.

    Anyhow, I really liked Eckomm suggestion. There must definitely has to be a focus on the nedic role in order to give players a sense of responsibility, other than just promoting better teamwork.
    Derob6.jpg
  • Keebler750Keebler750 Posts: 3,621Player
    Uh, ya...not a terribly productive post on my part. It's just the complaints about sitting and waiting...

    AA has ALWAYS been like that.
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  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    Here's how much "teamwork" the current revive system has:

    1 - Some random guy dies in a choke point somewhere.
    2 - "Revive me pless... hey revive me, hey on the right, revive me, some one revive please, you there, flash and revive... now! Fog and revive, c'mon... can someone revive me? Nade and revive right now..."
    3 - Some one decides to go there just to shut him up, both dead...
    4- Repeat from 2.

    I like everything ekcomm said but I'm not sure about limiting x amount of revives per medic, it could cause even more confusion and chaos like people crying for revives when medics are out of kits or medics having to choose who to revive which could cause a whole lot of hate, TKs, etc.. I've seen all of this even without limits...
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    Having limited medics can make things messy with the medics becoming VIPs almost. It also runs into the issue of what happens when you get a crappy medic. Team is at a huge disadvantage.

    My other idea on page one at least just gives the medic more power over regular players. It would avoid a lot of issues.
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  • iNv|eKCommiNv|eKComm Posts: 394Player
    Whiplash27 wrote: »
    Having limited medics can make things messy with the medics becoming VIPs almost. It also runs into the issue of what happens when you get a crappy medic. Team is at a huge disadvantage.

    My other idea on page one at least just gives the medic more power over regular players. It would avoid a lot of issues.

    I dont buy the whole VIP argument. My challenge to you is that i think the main problem with reviving people is that its not considered precious or important. Its something everyone can do wether they know or understand what they are doing or not. I think its important that a team view their medics as important and that the medics consider themselves important to the teams success. "messy" is a bit of a bias word.

    In AA2 in hospital when you have a bad VIP everyone hated it. sure. But it was one of the most played maps in AA history. Bad medics would have much less of an impact then a bad VIP. I just don't see your arguments proved true historically
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  • `xinoN`xinoN Posts: 359Player
    That could work. It's about time we have medics.

    smehxe.jpg

    Oh well.
  • TheTotsTheTots Posts: 2,278Player
    0o4nzqegpbjx.jpg

    This was my favorite
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    The game wasn't made exactly to my specifications, so I feel it's broken.

  • -=[USA]=-rubberboot-ACI--=[USA]=-rubberboot-ACI- Posts: 126Beta Tester
    i wish the medic system would work like it did in AA2, yet it wont. different gameplay. you went to the medic, in AAPG medic has to go to incapped player - and EVERYBODY will know that, making the medic the most valuable player to kill. i want to see the whack-a-mole medic system we have now limited too, but not at an elevated frustration level because all of the medics went together rushing to there deaths...

    the AA3 system of med packs would be the best fit, easier to implement (most likely), limit the use of nades/fogs/flashes, and limit the amount of medicing that goes on just due to the fact not everyone would bring a kit to the battlefield.

  • CrushmasterCrushmaster Posts: 501Player
    I actually don't encounter the "Pick me up" people that much. I do think some of the ideas here could be good, though. I'm all for adding a bit of realism if it doesn't detract from gameplay.
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited February 2016
    I think think the med pack thing is pretty good. If not that, then you can take what I said and also add that non medics get a limited number of heals/revives (even just 1) where medics don't.

    I'm in favor of my suggestion where everyone can heal, but medics do so much better only because i just like the idea of the medic being its own class.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • Odin[DK]Odin[DK] Posts: 31Player
    edited February 2016
    Here's how much "teamwork" the current revive system has:

    1 - Some random guy dies in a choke point somewhere.
    2 - "Revive me pless... hey revive me, hey on the right, revive me, some one revive please, you there, flash and revive... now! Fog and revive, c'mon... can someone revive me? Nade and revive right now..."
    3 - Some one decides to go there just to shut him up, both dead...
    4- Repeat from 2.

    I like everything ekcomm said but I'm not sure about limiting x amount of revives per medic, it could cause even more confusion and chaos like people crying for revives when medics are out of kits or medics having to choose who to revive which could cause a whole lot of hate, TKs, etc.. I've seen all of this even without limits...

    It is pretty simple - if one player ask the incap to "be quiet, I can't hear if the enemy is near" - they usually stop whining (yes - I call it whining when a player does as you describe). In Kidz, 312th and TPA servers the above rarely happens as admins and more mature players will stop it.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    I feel like ekcomm's long post about the medic system is the first suggestion ever we could all agree on. I don't really see any flaws with that. Yes, could be a bad player "blocking" the role but you have that same situation on the sniper which can have the same impact on a game as a medic. And then there is more than just one medic as well and if he has to finish the right sort of trainings before being able to use that role it won't be that terrible.

    Long story short, if a medic system is introduced I'd really love to see what ekcomm suggested and then adjust from there if it doesn't work out well.
  • KodenKoden Posts: 284Player
    SSKnecabo wrote: »
    I feel like ekcomm's long post about the medic system is the first suggestion ever we could all agree on. I don't really see any flaws with that. Yes, could be a bad player "blocking" the role but you have that same situation on the sniper which can have the same impact on a game as a medic. And then there is more than just one medic as well and if he has to finish the right sort of trainings before being able to use that role it won't be that terrible.

    Long story short, if a medic system is introduced I'd really love to see what ekcomm suggested and then adjust from there if it doesn't work out well.

    Look, I get the comparison but really...the ability to revive someone has the same value of "killing" someone, for you? :p :D and after all, you can pick up that weapon from the ground, while unfortunately a dead medic will stay dead :p
    Derob6.jpg
  • ziozio Posts: 109Player
    edited February 2016
    iNv|eKComm wrote: »
    At the end of the day theres no denying that its out of control. Lets look at this from a couple perspectives.
    That is only your biased opinion. The parameters give you a wide range of configurations. e.g. 1 revive only, no revive on hs and nowadays only 40 seconds "lifespan".
    First... Realism, [...]
    Ok no arguments needed. "Realism" will never work here with a medic system that is relevant to the gameplay.
    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.
    First. I agree servers with 2 or more revives are very specific. But we aren't forced to join them. For the other part. You can see it the other way around, too. Bad players can die two times a round or more without doing any good. (k/d + points) Perhaps this is a food for thought.
    This is why there are an overwhelming number of terrible players in AAPG.
    It is rather because there are only two groups. Ephemera and veterans. They are crushed. Plus other games that they may have played don't have this mechanic.
    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?".
    It's public play and most players are noobs playing against vets that are on teamspeak/grinding incaped bodies. What do you expect? If you completely remove the revives they would not play less "solo" than before nor would they ever get "situation awareness" because no one does care if they die ;)
    - >if they revive someone to death they will be taught for sure *g*
    The lack of penalty teaches players that this behavior is okay and acceptable.
    I'm 100% for some penalties or something that gives more credit to people doin it right. There should be a timer (2 seconds) a revived must stay alive to get points and achievements. Maybe give even roe and a clear hint to clear the area first. I would even find a pillory funny (show the worst reviver at the end of the match :P )
    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.
    Everything is debatable for sure. Some taught on this: Fire-teams should be at least 4 soldiers, so 1 medic/4.
    Limiting revives to medics only will give them a very huge impact/importance during the round. This will increase the amount of in-cap camping because killing the medics is the first priority and will give a huge advantage for the opposing team. This goes hand in hand with visible sings to their character model.
    They should look the same or at least not easy to differentiate. Killing one medic would otherwise cause even more in-cap camping to lore the next medic out. And exactly this would happen public.

    Because medics would be so important, limiting them by training is an absolute no go with your suggestions. This will lead next to team stacking to blatant unbalanced fights if not enough players are allowed to fill the medic role!
    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.
    + for Training and more reward doing it right. But this should not only apply to medics. Points won't make them smarter. Good training maybe a little.
    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.
    After all the discussion, you really want an even greater focus on reviving? Really!? After this changes the game won't be about "choke points" but around eliminating the other medics ... This should be a no brainer.
    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.
    Never gonna happen. I don't see anything that would change the begging. Expect removing revives. *edit* or muting text/voip for incaped
    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.
    Yes the rounds would pass faster. Because one team will always have an large numerical superiority after killing medics. And medics can't avoid this because they have to be at the front lines to revive. That would lead to pretty boring "endgames" e.g. 2vs10, aggressive in-cap camping from the first minute and generally more camping like [TOS Violation].

    I could imagine a different approach. Something that offers more but does not make the role more important than needed. Basic requirement for this.:
    1. Everyone can revive but it's limited. Medics can not revive more than everyone else.
    -> This will not make medics the overwhelming top priority to kill during the game leading irretrievably to 2vs10 situations.
    2. Players can bandage and revive but it's ineffective. Medics can give further treatment.
    -> As you can see this would have a huge positive effect. This would not promote camping incaps even more like the other approach. It would bring more movement into the game and more movement at the front lines will give more occasions for attacks.
    3. (this is a maybe) Players and medics can equip one ifak for a nade slot to self-bandage them effective or revive one more (medic only). This can add more options to the players also in view of large open maps.
    4. (this is a maybe) Give medics an mp5 as recognition signs ,)

    thank you for reading
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited February 2016
    "GoA wrote:
    z!o[N]cya[;34495"]
    iNv|eKComm wrote: »
    At the end of the day theres no denying that its out of control. Lets look at this from a couple perspectives.
    That is only your biased opinion. The parameters give you a wide range of configurations. e.g. 1 revive only, no revive on hs and nowadays only 40 seconds "lifespan".
    First... Realism, [...]
    Ok no arguments needed. "Realism" will never work here with a medic system that is relevant to the gameplay.
    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.
    First. I agree servers with 2 or more revives are very specific. But we aren't forced to join them. For the other part. You can see it the other way around, too. Bad players can die two times a round or more without doing any good. (k/d + points) Perhaps this is a food for thought.
    This is why there are an overwhelming number of terrible players in AAPG.
    It is rather because there are only two groups. Ephemera and veterans. They are crushed. Plus other games that they may have played don't have this mechanic.
    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?".
    It's public play and most players are noobs playing against vets that are on teamspeak/grinding incaped bodies. What do you expect? If you completely remove the revives they would not play less "solo" than before nor would they ever get "situation awareness" because no one does care if they die ;)
    - >if they revive someone to death they will be taught for sure *g*
    The lack of penalty teaches players that this behavior is okay and acceptable.
    I'm 100% for some penalties or something that gives more credit to people doin it right. There should be a timer (2 seconds) a revived must stay alive to get points and achievements. Maybe give even roe and a clear hint to clear the area first. I would even find a pillory funny (show the worst reviver at the end of the match :P )
    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.
    Everything is debatable for sure. Some taught on this: Fire-teams should be at least 4 soldiers, so 1 medic/4.
    Limiting revives to medics only will give them a very huge impact/importance during the round. This will increase the amount of in-cap camping because killing the medics is the first priority and will give a huge advantage for the opposing team. This goes hand in hand with visible sings to their character model.
    They should look the same or at least not easy to differentiate. Killing one medic would otherwise cause even more in-cap camping to lore the next medic out. And exactly this would happen public.

    Because medics would be so important, limiting them by training is an absolute no go with your suggestions. This will lead next to team stacking to blatant unbalanced fights if not enough players are allowed to fill the medic role!
    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.
    + for Training and more reward doing it right. But this should not only apply to medics. Points won't make them smarter. Good training maybe a little.
    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.
    After all the discussion, you really want an even greater focus on reviving? Really!? After this changes the game won't be about "choke points" but around eliminating the other medics ... This should be a no brainer.
    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.
    Never gonna happen. I don't see anything that would change the begging. Expect removing revives. *edit* or muting text/voip for incaped
    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.
    Yes the rounds would pass faster. Because one team will always have an large numerical superiority after killing medics. And medics can't avoid this because they have to be at the front lines to revive. That would lead to pretty boring "endgames" e.g. 2vs10, aggressive in-cap camping from the first minute and generally more camping like [TOS Violation].

    I could imagine a different approach. Something that offers more but does not make the role more important than needed. Basic requirement for this.:
    1. Everyone can revive but it's limited. Medics can not revive more than everyone else.
    -> This will not make medics the overwhelming top priority to kill during the game leading irretrievably to 2vs10 situations.
    2. Players can bandage and revive but it's ineffective. Medics can give further treatment.
    -> As you can see this would have a huge positive effect. This would not promote camping incaps even more like the other approach. It would bring more movement into the game and more movement at the front lines will give more occasions for attacks.
    3. (this is a maybe) Players and medics can equip one ifak for a nade slot to self-bandage them effective or revive one more (medic only). This can add more options to the players also in view of large open maps.
    4. (this is a maybe) Give medics an mp5 as recognition signs ,)

    thank you for reading

    There is solutions for basically everything you use to say why ek's suggestions won't work.

    Example:
    "GoA wrote:
    z!o[N]cya[;34495"]This will increase the amount of in-cap camping because killing the medics is the first priority and will give a huge advantage for the opposing team.

    Wrong, camping a dead body waiting for revive will be the exact same as it is now. This is also very easy to defend by a) clearing the area b) fogging c) nading the spot revive instantly d) flash and revive instantly e) and so many more ways to attack someone doing nothing for their team by camping a body.
    "GoA wrote:
    z!o[N]cya[;34495"]It's public play and most players are noobs playing against vets that are on teamspeak/grinding incaped bodies. What do you expect? If you completely remove the revives they would not play less "solo" than before nor would they ever get "situation awareness" because no one does care if they die ;)
    - >if they revive someone to death they will be taught for sure *g*

    Again wrong not sure if you completely forgetting about that fact that if you die and cannot be revived it teaches you to find out what you did wrong and fix it. Thus increasing your skill level each time you die. With revives they don't think about why they died or what they did wrong. All they think about is "I need revive" "REVIVE ME!" This is why so many players in this community have such a low amount of skill/game knowledge. They don't improve the way they play. America's Army 1 was my very first FPS at 12 or 13 years old. I was very bad at the start and you know what happened every time I died I tried to figure out what I did wrong and I improve the way I go about attacking or defending each round because of it. I also would watch what other players would do well I was dead. This game is not teaching that to little kids, teenagers, or people brand new to FPS. I am fortunate enough to have already gained all this experience from AA1/2 and many other FPS titles like Battlefield, Call of duty, Cross fire, Combat arms, etc...So I already think like this. But the average player playing this game is not thinking this way and it shows.
    "GoA wrote:
    z!o[N]cya[;34495"]
    After all the discussion, you really want an even greater focus on reviving? Really!? After this changes the game won't be about "choke points" but around eliminating the other medics ... This should be a no brainer.

    Sorry but your lack of experience really shows here. What you just said made no sense at all. Clearly your a fan of getting revived so you can get your golden hawkeyes. (Which I think is an absolute joke. So I can get 4 kills die get revived get 3 mores kills booom I got a golden hawkeye boys!) Anyways in short the game would not become about eliminating medics. Many other titles with medic systems prove this.

    What it will actually do is increase the dynamic of aapg. Would create more strategy's for how to go about each round. The game would still be about attacking certain choke points or defending certain choke points. It is not going to become and all out free for all run around kill each teams medic and you win. Killing the medics on each team will not guarantee you a win. Enough moving on.
    "GoA wrote:
    z!o[N]cya[;34495"]
    Yes the rounds would pass faster. Because one team will always have an large numerical superiority after killing medics. And medics can't avoid this because they have to be at the front lines to revive. That would lead to pretty boring "endgames" e.g. 2vs10, aggressive in-cap camping from the first minute and generally more camping like [TOS Violation].

    Again very flawed logic. Your saying one team will always have the other teams medics killed every round causing unblanced game play. Well do you even read what you say and think about exactly how it would be? What does aggressive in-cap camping even mean in-cap camping is in-cap camping how can you generalize aggressive and camping in the same category.

    Camping= The Act of staying in one spot in a map in a first person shooter video game to gain a tactical advantage over an enemy

    Aggressive= ready or likely to attack or confront

    You can't do both. It's one or the other. If Im playing aggressive I am not camping. There is very few situations in game where you find people body camping anyways and that is because they are doing absolutely nothing for their team.
    Pie charts + Graphs= Very Bad.



  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited February 2016
    doube post..
    Pie charts + Graphs= Very Bad.



  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited February 2016
    To me you have three choices it seems:

    1. Dedicated medics can only heal - 1 medic for every x players. If he dies, he dies. With this method you have to toy with what happens if the medic gets incapacitated. Can only other medics revive him? Can he be revived by anyone? I think if you allow anyone to revive him, it kills gameplay since everyone would immediately and recklessly rush to the medic to pick him up.
    2. Medic pack in grenade slot - Sacrifice a grenade slot in order to pick a medic pack. This would also greatly limit the amount of medics since people wouldn't want to give up a grenade slot. In this instance, you could have a team with 0 medics or one with 12 medics. Each team can prepare how they want. It's really an interesting way of doing it.
    3. Everyone can heal, but medics do it better - Medics heal faster, they can heal more people (unlimited first aid kits), they can completely stop bleeding of teammates (others can only limit or slow it), they can fix revive penalties (non-medics would revive with penalties to the revived player). Basically, if you're a medic, you can still do what other players can do, but way better.

    I also would like to push for the changing of the bleeding mechanics so the player can only slow his own bleeding until a teammate or medic gives further treatment.
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    `xinoN wrote: »
    That could work. It's about time we have medics.

    smehxe.jpg

    Yeah, We should totally reignite the bring back [Dev]Doc society.
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • iNv|eKCommiNv|eKComm Posts: 394Player
    GoA]z!o[N]cya[, or whatever your name is.

    I can't really take your post seriously since it disagrees with mainstream psychology. You also don't use any examples or historical reference to back up anything you say. Finally, a lot of what you say disagrees with a lot of the gaming world.

    So yeah... can't even tell if you're trolling or serious because of how inept you are.

    At any rate. Colts said it all.
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