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Posted: Fri Jun 20, 2014 12:19 pm     Super secret spam barrier
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Medivac


With the discussion of possible new maps and also enhancing the role/training of the pilots, it stuck me that we rarely consider medivac

In the current version of AGM, when you take a hit, and go unconscious, assuming you have a squad mate who can apply bandages but not an epi, then you may or may not regain consciousness.   

If you fail to regain consciousness, is this not an opportunity for a medivac?

One possibility is to have a area on the base (marked with a red cross) where you get an option to automatically revive.  So the medivac lands on the spot and the injured person revives.  Much in the same way as the current resupply mechanism.  I'm not sure whether we have this much control over AGM, but it would be an interesting mechanic.

If nothing else it would create scenarios where you had to secure the LZ close to the action, where the medivac could occur


Posted: Fri Jun 20, 2014 1:11 pm     Super secret spam barrier
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The next update to AGM will include options for the medical system. Apparently one of them is the ability to turn off the instant death and replace it with unconsciousness and a death countdown, which can be halted with stablization treatment. Also, it would give us a reason to use the medivac variant of the Merlin / Wildcat in the uk special forces pack.

"Never turn down an ale, who knows if it may be your last."


Posted: Fri Jun 20, 2014 2:00 pm     Super secret spam barrier
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Evrik wrote:
The next update to AGM will include options for the medical system. Apparently one of them is the ability to turn off the instant death and replace it with unconsciousness and a death countdown, which can be halted with stablization treatment. Also, it would give us a reason to use the medivac variant of the Merlin / Wildcat in the uk special forces pack.

Sounds good. This would also make a FOB more than jus another spawnpoint. You could have a medical tent in a FOB where medics can fully treat people. I think this would make things a lot more interesting. People who get hurt badly have to be evacuated to base or to the nearest field hospital etc.


Posted: Fri Jun 20, 2014 2:43 pm     Super secret spam barrier
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Well we used to do this all the time.
Get medivac'd back to the med tent at the FOB/Base and heal there, like it's a fully staffed field hospital. Not sure if this works with AGM when there's no medic available though?

On other matters, this constantly comes up when we have influx of new recruits - imo it's NOT the 3CB way to do these things:

- instant teleport to team (why is this even enabled?!)
- respawn because you're injured (get a medivac)
- respawn because you're out of ammo or want different gear (get a resupply or RTB)
- shoot friendlies when they're about to leave (TheGuy, Tom!)
- use global chat to contact other units (we have radio's. if you're out of range, tough)


Posted: Fri Jun 20, 2014 3:25 pm     Super secret spam barrier
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This is a quote from a post I made on the BI forums in the AGM topic:

Goodson wrote:
In Arma 2, having to order in a MEDEVAC to take the wounded back to base for healing added a whole other layer to the game - it adds more variety and depth to gameplay. It meant that pilots jobs had more of a meaning, and people valued their virtual lives more as getting shot up pretty bad really could put you out of action. You get take too many risks and get shot up too often, you are punished for it (in ACE you would be punished by having your legs broken. Only way to fix them was to return to base via MEDEVAC).

Currently, if someone is hit, a medic will always be able to heal them up (unless they are shot in the head). Having near-invincible soldiers takes a lot away from gameplay in my opinion. Of course, the good thing about AGM being modular is that servers/communities can disable/enable these features if they do or do not want them.


It seems quite a few other people want this as well. However, the creator of AGM didn't agree :(
Hopefully we'll be able to add this in our own private version of AGM (@3CB), once we get that going.


Posted: Fri Jun 20, 2014 4:15 pm     Super secret spam barrier
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Posted: Fri Jun 20, 2014 4:24 pm     Super secret spam barrier
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Apollo, I couldn't agree more. I am tired of seeing pilots getting shot down, but landing safely, only to respawn anyway just so that they can quickly jump into another helicopter and fly back out. If you get shot down, link up with friendlies and get the AI helicopter or another pilot to fly in and get you back to base. It gives the ground forces something to do (securing an LZ and providing medical assistance), plus it allows pilots to make use of the rest of their loadout.

As for medivac, I like the sounds of this. Xmeds - while detailed - removed all need for a dedicated medic as everyone could treat and revive everyone else. If @AGM doesn't allow a medical tent at base for revival and instead requires a medic, why don't we have a ghosthawk act as a medical helicopter. Back before I joined 3CB, the previous clan I gamed with had a public server with a ghosthawk that usually orbited the AO.

It could provide limited CAS (with miniguns), but it's primary role was to provide squads with an air medic. Given that only medics could fully revive downed soldiers, when the squad medic was hit (and no additional squads were nearby), it required the air medic to revive the squad medic in order to start patching up the rest of the squad. It made for some really great moments where we desperately needed to secure an emergency LZ, drag the wounded back into cover, and provide escort for the incoming medic. We aimed for smoke protocol (Green to mark friendly units, blue to mark medivac requirement, and red to mark closest Opfor). It worked surprisingly well.   

In addition, it totally changes how you play the medic. If you know your squad mates depend on you, your sole aim is to stay alive. You can shout at teammates to drag the wounded into cover (rather than run out into a hail of fire to revive), and you do make far more use of smoke to provide cover. It can be tense when people are shouting for help and yet bullets have you pinned in a house.


Posted: Fri Jun 20, 2014 5:02 pm     Super secret spam barrier
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The guys from the BW Mod (and one guy of it created AGM) are sometimes pretty "special".

However I would really like to see the medivac stuf mentioned here.

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Posted: Fri Jun 20, 2014 6:23 pm     Super secret spam barrier
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Evrik wrote:
In addition, it totally changes how you play the medic. If you know your squad mates depend on you, your sole aim is to stay alive. You can shout at teammates to drag the wounded into cover (rather than run out into a hail of fire to revive), and you do make far more use of smoke to provide cover. It can be tense when people are shouting for help and yet bullets have you pinned in a house.

Indeed, was a good system.Totally different and more enjoyable way to play the role. Everyone always kept a keen and protective eye on keeping the medic alive - additionally it promoted a little more of a cooperative nature and less of a 'one-man army' with the ability to resurrect - if you got careless and got yourself needlessly killed - you f**k everyone in your section over.

 In addition to this, smoke protocols made a world of difference - Green for friendlies, Red for enemy position/overrun friendly position, and Blue for friendlies down and in need of a medic. Benefit of this being we generally operated with two or more sections, as opposed to a mess of everyone using group manager to patch together a small platoon. This helped to add spontaneity and urgency - for example: Section 'A' suddenly and urgently needs to assist Section 'B', when their medic goes down and they start taking causalities.

Also as Evrik mentioned - we generally had a designated CSAR crew orbiting the AO in either a Blackhawk or Littlebird - providing limited CAS, with an engineer and medic as crew. Good fun - pilots get their own little teams to keep them company and the perceived "boredom" of flying around in circles is totally undone by the fact that when you're called in and inserted, it's usually because things have gone totally tits up have become brilliantly chaotic. 

Food for thought anyway :).
 


Posted: Fri Jun 20, 2014 11:15 pm     Super secret spam barrier
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I saw something even more sinister. When you tried to respawn while being down you would respawn, but in the same status as before, which in this case is still being down.


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