Just give the medic one (1) magazine of ammo for his pistol and send him off to help the wounded. He should also run a bit slower then the regular soldiers and should not be able to capture flags. Doing recon with a medic is a feasible strategy (just like scout-plane-capping in FH2 is), but then you're not really helping your buddies as you don't have binoculars and can't spot anything on the map.This should stop everyone who wants to troll with a medic as they would be bored the moment they spend all their ammo. Only dedicated guys will stick to playing a medic.Also maybe we could get a jeep with medical supplies for the medic one day? Make it super flammable (let's say it's carrying lots of medical alcohol) and only "driveable" by a medic so it wouldn't be used for transport or recon often.... On the other hand I can think of a few ways to troll the enemy or your team with the jeep so just forget about that...
Hadn't occurred to me before, but yes, limited magazines is a good idea! You mean one spare magazine, yes? Because not having any spares wouldn't be enough, even for a medic. But the two magazine limit (the loaded and the spare) combined with a one ticket penalty for killing an enemy should solve the self defense issue. Any medic with a wit of sense won't try to kill an enemy unless he has to, and
vice versa if there's a ten ticket penalty for killing a medic. Limited magazines are realistic anyway, considering the equipment medics have to carry and the fact that using your pistol is low on the priority list.
Hopefully TW has a similar system to Insurgency where how fast you run depends on what equipment you're carrying, meaning the medic would indeed be slower than say a rifleman. I don't see why medics shouldn't be able to cap flags, though?
EDIT: @
mmiedzianyy that's a good point about positional VOIP! Of course, that's assuming there's no form of section radio. While most games (PR, Squad,
et cetera) feature positional VOIP as well as a section radio, I don't think TW needs section radio. On top of being more realistic and immersive, it encourages the section to...
1. Stay together.
2. Form a detailed plan if the section splits up. For example, before assaulting the section leader informs the section members that one element of the section will advance on the objective while the other element will flank right around the farmhouse, and they will rendezvous a the manor.
It would be
really fun and intense, as opposed to being able to talk to your section no matter where you are!