Medic Rules
Posted: 07 Oct 2015, 13:07
Hello everyone,
Sorry to post this in a little bit wrong place, but I did not want to this suggestion to be lost in old suggestion post topic.
Every year there is a lots of feedback on cheating and walking too much for respawn. I think one reason for cheating is that being eliminated is sometimes too much of an punishment so people tend to ignore unclear shots. Myself I have never encountered obvious cheating, usually situations where accusations of cheating arise are fights in which players shoot each other from a great distances maybe through some obstacles. Maybe a player is lying in ditch or something and some one tries to shoot the player without a clear line of sight or target ducks on the last moment. Some BBs maybe pass the obstacles clearly or ricoche some how and player taking cover can't really tell if he/she is hit or not. Of course the best thing is to take a hit but the closest respawn maybe clicks away and the situation at hand might be the very first time having action that day.
My solution would be to lower the cost of being hit by changing medic rules little bit whilst trying to keep it real simple and easy for the Events and players.
I suggest adding a card system for medics, lets say every medics have a black non see through bag filled with cards, around 10 green ones and 30 red ones. Ratio may vary upon how the events wants the balance to be. When hit player, as usual, call's the hit and raises dead rag. Now a medic has 10 minutes to start the treatment. When starting the treatment player pulls a card (without looking!) from medics bag. If the card is green player can continue playing straight away with no bandaids added and can be hit again. If hit again, player has to pull a card from medic bag and act correctly again. If the player pulls out a red card, normal medic rules apply and when hit again player is eliminated.
I would suggest that Berget Events creates the cards and bags same way they make the chrono tags for guns, so official medic cards would have Events logo and a maybe a ID number. Cards could be distributed to the players (to those wo have slected to be medics in ticket release) in a black plastic bag in check-in or via commanders at home base. Taking out the red cards or anyway manipulating the contets of the medic bag would be strictly forbidden of course.
Sorry to post this in a little bit wrong place, but I did not want to this suggestion to be lost in old suggestion post topic.
Every year there is a lots of feedback on cheating and walking too much for respawn. I think one reason for cheating is that being eliminated is sometimes too much of an punishment so people tend to ignore unclear shots. Myself I have never encountered obvious cheating, usually situations where accusations of cheating arise are fights in which players shoot each other from a great distances maybe through some obstacles. Maybe a player is lying in ditch or something and some one tries to shoot the player without a clear line of sight or target ducks on the last moment. Some BBs maybe pass the obstacles clearly or ricoche some how and player taking cover can't really tell if he/she is hit or not. Of course the best thing is to take a hit but the closest respawn maybe clicks away and the situation at hand might be the very first time having action that day.
My solution would be to lower the cost of being hit by changing medic rules little bit whilst trying to keep it real simple and easy for the Events and players.
I suggest adding a card system for medics, lets say every medics have a black non see through bag filled with cards, around 10 green ones and 30 red ones. Ratio may vary upon how the events wants the balance to be. When hit player, as usual, call's the hit and raises dead rag. Now a medic has 10 minutes to start the treatment. When starting the treatment player pulls a card (without looking!) from medics bag. If the card is green player can continue playing straight away with no bandaids added and can be hit again. If hit again, player has to pull a card from medic bag and act correctly again. If the player pulls out a red card, normal medic rules apply and when hit again player is eliminated.
I would suggest that Berget Events creates the cards and bags same way they make the chrono tags for guns, so official medic cards would have Events logo and a maybe a ID number. Cards could be distributed to the players (to those wo have slected to be medics in ticket release) in a black plastic bag in check-in or via commanders at home base. Taking out the red cards or anyway manipulating the contets of the medic bag would be strictly forbidden of course.