>Start out only being able to heal from melee range >Everybody can heal themselves and each other, you're just better at it, and get better the more you rank up >Eventually get guns that can shoot healing darts at team-mates for ranged healing
>>285452934 Real battlefield medicine isn't really viable in the vidya game world. You'd need to have a system in place with full locational damage and even then all a medic would be able to do is stop bleeding,
A normal medic stabilizes a patient and preps for a medivac, you don't have magical life saving defib paddles and epi-pens to bring people back to life.
The most realistic a game could make a medic would be being able to stabilize a casualty for long enough (on some kind of timer) for them to be evac'd so you don't lose a spawn ticket. That's bad game design because you'd have at least three players (casualty, medic, security) out of the action to prevent the loss of one ticket.
While it's silly, Battlefield really does a good job with medics I think
>>285453942 Perhaps what if casualties meant the player is knocked out into the respawn time regardless if the actual soldier died or not? Then if the medic performs his job successfully, the spawn timer for that player is reduced and he prevents the loss of a ticket.
>>285454717 Yeah, that could work as a mechanic but you'd have to make the ticket/respawn tradeoff worthwhile. If it takes 5-10 seconds for the medic to do their job that's 5-10 seconds of other progress not being made. And unless respawn timers are at least half a minute long (which feels like fucking forever in an FPS) the balance between a lower spawn time and no ticket loss might be better spent by the medic player completing the objectives. That's also not to mention bleedout time which I suppose you could mitigate by allowing a player to crawl and fire with a serious aim penalty to try and get to cover.
TF2 (pretty face-paced compared to other medics) Killing Floor (probably the best all around example, also has a bit of tanking in there too) Planetside 2 (not really my favorite, but has a good combo of decent weapons and a variety of healing methods)
As for a super realistic medic, i dont think it would really work except in an ultra-realistic military sim. Medics in reality are more about preventing injured soldiers from dieing, rather than healing them back up to fighting strength on the spot.
>>285455437 >the balance between a lower spawn time and no ticket loss might be better spent by the medic player completing the objectives.
Well, it's trading off a player's time who isn't equipped for combat for one that is. I think the whole idea if you really wanted to go for realistic medic approach would be to make them unsuitable for combat at all, they would be given a sidearm at most. All of their time would be spent removing debuffs from other players (shot in the leg, can't run, etc.) and rescuing casualties.
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