Aniallator
Member
@Aniallator I think we have to exclude from your idea the indirect enemy fire, like the artillery. What do you think about that?
Agreed, and perhaps grenades? Or not?
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@Aniallator I think we have to exclude from your idea the indirect enemy fire, like the artillery. What do you think about that?
Agreed, and perhaps grenades? Or not?
For the first point, how do you know if the medic killed because it was for self-defense or defending the wounded or not? How would you differentiate that?
I know what you men, but is really difficult determinate what is self-defense. You can't code that because it depends a lot on the situation. We are trying to search something not too complex to do, that allow the medics use their weapon if they consider it necessary
The simplest solution would be to remove weapons from the medics, so that if you shoot the medic you would be penalized unless it's from grenade, stray bullet or artillery. Since that is not realistic, we will not do so.
For the first point, how do you know if the medic killed because it was for self-defense or defending the wounded or not? How would you differentiate that?
Then again, what would happen if there is a grenade, artillery, stray bullet? It would be normal, as in, medic dies and loses a ticket and enemy doesn't lose anything. How do you code to differentiate a stray bullet by being under suppression or whatever to someone killing you for the hell of it?
You could make it so medics can kill enemies without penalty if enemies fire rounds near the medic, but that wouldn't make sense, because as you pointed out there are stray rounds as well as suppressing fire. Perhaps, then, the ticket penalty medics get for killing an enemy should be reduced to one ticket. This wouldn't unbalance anything, because if this reduced ticket penalty makes a foolish medic opt to kill an enemy, the enemy's ticket penalty for killing that medic will have been removed (because the medic killed an enemy). So while allowing medics to conduct self defense with a minor penalty, it still prevents them from killing enemies as if they weren't a medic, which won't be easy anyway considering they're armed with a pistol.
yes, and we come back to the original idea, but @VonMudra doesn't like it
Maybe medic should have a gun(pistol) and use it as the rest of the infantry and be killed as well without penatly for the enemy unless he is helping wounded? How to recognise that? My second idea is to set a slot for a medic for "helping" like walking without a gun. If medic enables this slot, i.e. after pressing "1" it has to help wounded and the gun slot is locked. Gun is being unlocked everytime medic helped the injured. The time medic is healing soldiers( after pressing slot 1 and picking his first aid equipment: "2","3","4","5") is immune. He can follow his squad everywhere and its untouchable, but if he is carrying a gun, then killing him is rewarded as the rest of the team. How to stop medics from doing recon? Simply circle the area of being arround the last man of the team for 30 metres. If a medic outrun squad he can be easily captured or killed. Even if he is on his healing slot. By captured i mean taken prison and disabled. Then he can respawn and join the team. Disobedience of capturing order as a prisoner can be executed and is not being punished. How to do capture orded? You can press a capture button, then point the "crosshair" on enemy medic/soldier until he is 15 metres away. What do you think?
PS. of course killing medic on his primary slot is punished hard. Always think first before you shoot the medic!
Maybe medic should have a gun(pistol) and use it as the rest of the infantry and be killed as well without penatly for the enemy unless he is helping wounded? How to recognise that? My second idea is to set a slot for a medic for "helping" like walking without a gun. If medic enables this slot, i.e. after pressing "1" it has to help wounded and the gun slot is locked. Gun is being unlocked everytime medic helped the injured. The time medic is healing soldiers( after pressing slot 1 and picking his first aid equipment: "2","3","4","5") is immune. He can follow his squad everywhere and its untouchable, but if he is carrying a gun, then killing him is rewarded as the rest of the team. How to stop medics from doing recon? Simply circle the area of being arround the last man of the team for 30 metres. If a medic outrun squad he can be easily captured or killed. Even if he is on his healing slot. By captured i mean taken prison and disabled. Then he can respawn and join the team. Disobedience of capturing order as a prisoner can be executed and is not being punished. How to do capture orded? You can press a capture button, then point the "crosshair" on enemy medic/soldier until he is 15 metres away. What do you think?
PS. of course killing medic on his primary slot is punished hard. Always think first before you shoot the medic!
just give a f***ing pistol to the medics and sent to hell the Geneva Convention hahahahaha
And you wanted to write a f***ing Medic System Documentation hahahaha! :laugh:
And I will write it. It will say:
1) Give pistols to medics
2) Sent to hell de Geneva Convention
Yeah sure, I really don't mind, now we gotta see if the team implements it
And it's stuff like this that just makes me still feel that medic isn't a viable class in a WW2 game. It just creates over-complication, questions about war crimes, and takes players away from the main action of the game.