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  • "insurrectiveSatyr" started this thread

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Monday, April 8th 2013, 12:48am

Alternate Method for Resuscitations of Teammates

PLEASE READ IN ENTIRETY

Anyone remember MAG? You remember the way you brought people back there? Why not have something similar in Battlefield? When they reach zero, they drop to the ground and squirm for a bleed-out time. "Blood" is a set value, when it runs out, from time or being hit more, speeding up the time, they die. If they were incapacitated by an excess amount of damage, as in, shot several more times while dropping, hit by high-power weapons like RPGs, close proximity explosions, headshot, vital shot, etc, they do not bleed out, they are simply dead. It could actually be a lot like DayZ, where certain wounds would be more detrimental than others, putting the player into shock for differing amounts of time. I think its a novel idea, with much room for debate and development.

This post has been edited 1 times, last edit by "insurrectiveSatyr" (Apr 9th 2013, 5:45am)


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Monday, April 8th 2013, 12:54am

I do! That game was the shit. I wholeheartedly agree. That was a great way to add a bit of realism. Although it could get very frustrating when every enemy went out of their way to execute you, which was not always the case.

It does make more sense, and I would like to see it in BF4.

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  • "insurrectiveSatyr" started this thread

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Monday, April 8th 2013, 1:11am

I do! That game was the shit. I wholeheartedly agree. That was a great way to add a bit of realism. Although it could get very frustrating when every enemy went out of their way to execute you, which was not always the case.

It does make more sense, and I would like to see it in BF4.


Well see, you'd have a choice, you could leave them or put 'em down. Considering they could come back to haunt you if you left them, you might want to spare a moment to "clean up". That's assuming you have the moment, you may be preoccupied with active enemies. Gets tactical, don't it?

Now, there was something else i neglected to mention, this could kinda affect knifing too. If you played MAG, knifing wasn't quite as big of a deal as it is in Battlefield, there were no tags, it was a lot less severe. If we were to implement this, I'd think it odd if you couldn't take a downed enemies tags. You could tap out before they get to you, but its another factor that could be debated, I don't know what would be best. Maybe knifing would just become less of a deal.

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Monday, April 8th 2013, 1:20am

The problem I see in this is how this could affect the overall gameplay. Players in DayZ and MAG usually try to finish off any kill in order to secure the death of their opponent. Now those are lage scale games with massive maps. One thing that doesnīt exist in those games is massive rocket/noobtube/grenade spam. Especially since most of those explosive gagdets are far less common there.

now quite obvious I am worrying about exactly that explosive spam we see in BF on pretty much ANY map. And adding this mechanic would make it even worse since everyone would throw a nade at the guy he just killed.

Overall itīs the better mechanic but BF is (sadly) to arcady to make good use of it.

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Monday, April 8th 2013, 1:30am

The problem I see in this is how this could affect the overall gameplay. Players in DayZ and MAG usually try to finish off any kill in order to secure the death of their opponent. Now those are lage scale games with massive maps. One thing that doesnīt exist in those games is massive rocket/noobtube/grenade spam. Especially since most of those explosive gagdets are far less common there.

now quite obvious I am worrying about exactly that explosive spam we see in BF on pretty much ANY map. And adding this mechanic would make it even worse since everyone would throw a nade at the guy he just killed.

Overall itīs the better mechanic but BF is (sadly) to arcady to make good use of it.


Finishing-off players would be too unbalanced (everyone would double-tap 100% of the time) but I think that the difference in bleed-out time from being killed by bullets, splash-damage or direct impact from a tank cannon could work once properly balanced

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Monday, April 8th 2013, 1:42am

Far Cry 2 actually had a system like this and it worked pretty well. There have to be a few things in place:

#1 It doesn't affect KDR whether you "kill" or "incapacitate" someone.

#2 Fully reviving someone takes longer (exposes both medic and downed patient).

This isn't radically different than the system in BF3 except it gets rid of the instant defib revives. The difference comes from what types of "kills" don't allow revives and which put a player straight into revive.

Watch here for how it works

Far Cry 2 Multiplayer Gameplay - Team Deathmatch - Part 1 of 2 - YouTube

A few things to remember- Much higher health in FC2. Anyone can revive.

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Monday, April 8th 2013, 1:47am

I do! That game was the shit. I wholeheartedly agree. That was a great way to add a bit of realism. Although it could get very frustrating when every enemy went out of their way to execute you, which was not always the case.

It does make more sense, and I would like to see it in BF4.

I remember that too. Sometimes I would get wounded and slide down a valley and the enemy would take 5 minutes to come down and personally put a bullet in my head. I really would love to see this be implemented in BF4.
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Monday, April 8th 2013, 3:38am

How about it is just like it is now, except whatever class has defibs will have to perform a 3 second animation of standing over the guy and using the defibs twice, failing the first time and suceeding the second time? This would stop the spam of revives. People will not want to be still with no weapon for 3 seconds to revive some guy while five tanks are in front of them. It also could make it so that it takes more time to revive the five guys you JUST killed. But, revives could be worth 150-200 points, and more for a squad revive.
Essentially, reviving won't just be a way to get points. But, of course, we would have to give the Medic class good guns for balance, maybe some rapid-firing submachine guns or something.
Oh, and headshots and knife kill victims cannot be revived.

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Monday, April 8th 2013, 3:50am

Far Cry 2 actually had a system like this and it worked pretty well. There have to be a few things in place:

#1 It doesn't affect KDR whether you "kill" or "incapacitate" someone.

#2 Fully reviving someone takes longer (exposes both medic and downed patient).

This isn't radically different than the system in BF3 except it gets rid of the instant defib revives. The difference comes from what types of "kills" don't allow revives and which put a player straight into revive.

Watch here for how it works

Far Cry 2 Multiplayer Gameplay - Team Deathmatch - Part 1 of 2 - YouTube

A few things to remember- Much higher health in FC2. Anyone can revive.


Far Cry 2 Singleplayer. I always liked the critical health animations. Like you got shot many times then you have broken fingers/and piece of metal stuck on your leg/etc.
On Topic: It is a good idea. Add a bit of balancing, then that would be fine.

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Monday, April 8th 2013, 4:41pm

I'd just go with the world at war/cod revive mechanic (minus the downed person in stupid last stand so they don;t have the pistol) which had a 'progress bar' to the revive, they got some sort of needle (presumbaly some sort of adrenaline thing) out and it tok about 3-4 sedonds to revive.

Edit: I'd also say headhots are instant death.