View Full Version : Medics and squads
2002-11-15, 11:37 AM
Here's an idea: Eveyone in the squad carries a healing-device-reload-thingy. The medic carries several.
The situation: You're dead.
The medic comes over, loots your body of the healing reload, and brings you back, and patches you up as best he can with whatever's left of your reload.
The medic's own reloads can be used to heal people in a fight, when you don't have time to pass inventory around.
Same tactic could apply to armor-repair-thingy reloads and engineers, but would be less critical.
This may be a moot point if the MAX can carry so much that ammo becomes a non-issue. But I don't think it will. And the MAX bloody well better carry an armor reload... I get the feeling they'll need it.
This may not work if the reloads of either type are too big.
Time will tell. :ugh:
2002-11-15, 11:57 AM
You sure thats how the Medical Applicator (offical name from dev chat) will work?
If they run out of "juice" or whatever then yeah i would think it would be mandatory for each person to have his or her own...
we have a live action role playing game that we play and in one of the groups i was running with, each character would carry a heal potion on them so that if they got beat down, all we would have to do is loot the potion and give it to them... it worked great and should work the same in PS
but without knowing this is how they work for sure its kinda hard to know...
2002-11-15, 12:31 PM
If I am not mistaken each player has one medkit which is a quick fix, only medics have the medical applicator or whatever its called
2002-11-15, 12:36 PM
From the description of the Medical applicator on this site:
The Applicator uses a standard reservoir canister for performing any function, and each respective function consumes varying amounts of reservoir points. When a reservoir canister is emptied, a soldier can load a new canister (if carried).
So everyone carries a canister, and the medic can put them back together with their own caniser if need be.... once they run out.
I don't know where their description comes from. Sounds pretty official though.
It also sounds like you can get more out of the applicator as your medic cert is upgraded. Maybe you need medic 3 in order to revive? Or maybe you just use less of the reservior as your skill increases...
Time will tell. :ugh:
2002-11-15, 01:11 PM
I probably got that from the dev chat.. theres probably more detail about medics in there
2002-11-15, 01:13 PM
<@CrazyMike> With the world so huge people are worried about down time between death and getting back into the action. Can you comment on this?
<@SmokeJumperPS> Binding your respawn position is critical. You can bind at any captured facility, your Empire's Sanctuary (an island with a "safe" base on it) or at any friendly AMS (Advanced Mobile Station).Managing your bind points is a key element to the game, because it can be a long trip back if you respawn a couple continents away. On the other hand, that doesn't happen nearly as often as you would suppose...as long as you take care of your bind point. Even without binding, any friendly medic can Revive you via a medical applicator. So you aren't stuck with a long trip back unless a) your bind point is eradicated, and b) there are no available medics in the area.
<+SO|Treize> Is that the offical name of the medics tool of trade (Medical Applicator)?
<@SmokeJumperPS> Medical Applicator is the medic's tool of trade, yes.
2002-11-15, 01:14 PM
also from dev chat:
Medical Applicator: The Applicator is a multi-purpose medical tool that can be administered to self or other friendly soldiers. The Applicator uses a standard reservoir canister for performing any function, and each respective function consumes varying amounts of reservoir points. When a reservoir canister is emptied, a soldier can load a new canister (if carried). Applicators can be used to heal self, heal others, or revive others.
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