View Full Version : Medic Rules for Games/Events
Kerrik13
23 May 06, 05:53 AM
I wanted to know how everyone handles medics in their games and practices. For me at least, games with medics provide a more strategy because you get to deal with casualty extraction and supplies. If you have any ideas for medic rules, please post them here!
Medic Cards
A specific player is a medic and revives people by handing them a card
Armbands
A specific player is a medic and revives people by tying a white armband around their arm. They can be healed twice (one armband on each arm).
First Aid Kits
Each player keeps a "first aid kit" (white armband with 4 knots on it) in their possession. When hit, the player puts on his kill rag. Any player may then walk up to and revive the player by performing "first aid". To do this, they take out the dead person's "first aid kit", untie all the knots, and tie it around their arm. If hit one more time, the player is eliminated from the game. A designated Medic can perform better care for injuries and may bring players back to full life by removing the armband from the injured player, putting 4 knots back into it, and having the player put the "first aid kit" back into their pouch/pocket. Which this rule, anyone can heal a downed teammate but only a medic can restore them fully.
What I've been seeing more and more with medics now is:
The medic self revives himself. IMO, that is not acceptable. Except in the case of minor injuries/lacerations (sp?), the subject is most of the time under to much trauma to preform any kind of medical attention needed. Hence someone else would need to treat them.
Or if you have in effect a medic rule where once the medic dies, somoene else can come and pickup the pills/card and they are then medic, most of the time people are to chicken to get their asses in the **** and get up there.
Downslide
23 May 06, 06:09 AM
I think we need to get a couple of those A.E.D.s (portable defibrulators) (http://www.aedprofessionals.com/specials.html) and give those to the medics - a la Battlefield 2.
"HIT! Medic!"
"Clear! <BBZZAP!!> There ya go buddy, now get back in the fight!"
I think that would be cool. 'Course, we would have to do a little research into the chances of any permanent damage....
If your lucky enough, you can actually kill someone with one of the defib. in BF2,lol.. was quite funny!
Agent J
23 May 06, 11:35 AM
Hmmm...defib only game? I'm in. ;)
I had never heard of the medkit rule before actually, though I am familiar with the other two you listed Kerrick. I do not know if this has been used, but I have a med idea of my own.
There are multiple med sites throughout the field which are "activated" when a medic is there. Any player may "buddy drag" a dead teammate to the medic site. The medic site is activated as long as the medic is alive in that area.
This would be for games with a lot of people so you don't need field revives to keep a lot of players fighting at any time. Or, you could try combining this with any of the other medic rules you listed (especially #3) for smaller games.
Just an idea.
Vigilante
23 May 06, 03:53 PM
Well, what I would do, when I finally get a chance to host my game, give each medic a deck of cards, 54, so thats including jokers. I would give them one deck/half, so once they are out of the 54 cards, they dead have to go back to the safe zone. I would have 1 medic for every 10 or so people. I think that would be a sufficient amount of healing power. If the medic is dead, someone comes up to them, takes the cards, they become the medic, and heal the ex medic.
I am a fan of each player having a sealed envelope which acts as their personal medical kit. Once shot, they can either open it up or call for a medic. The medic carries similar envelopes, only in greater quantity. Inside the envelope, one of three cards is given. Healed, injured or dead. If the card says injured, a medic must see to the person and there is still a chance that the medic will pull a dead card.
IMO, too much regen/ respawning or access to a medic respawn makes the game too "paintsoft" vs. trying to simulate military operations, which is what most people say that they want. (But often hate when it's given)
Guerilla Dan
23 May 06, 10:34 PM
I'd rather have a medic nearby to heal me versus being forced to walk half a mile back to my respawn, wasting valuable time that could be spent kicking ass.
Timmay
24 May 06, 01:42 AM
Provided your corpseman isnt sniffing flowers instead, GD.
jedibgp
22 Jun 06, 09:48 AM
If your lucky enough, you can actually kill someone with one of the defib. in BF2,lol.. was quite funny!
Stupid computer always kills me with a defib.... WHAT"S HAPPEN TO THE "KNIFE KILL"....ha....ha..... :)
Agent J
23 Jun 06, 04:58 AM
Why don't we roll dice?
Beasthunter33
23 Jun 06, 07:32 AM
Mandatory D20 on the field.
Agent J
24 Jun 06, 01:05 PM
200 pounds or heavier merits D12
Derfleiger
24 Jun 06, 01:07 PM
Ha i crit heal!
Beasthunter33
24 Jun 06, 07:54 PM
Thats what we need, instead of Medics, we need clergymen and Mages, that can cast healing spells, and zip around the field like fairies.
And my posts get delted for being "off topic"? HA! I laugh now.. ah ha ha ha haaaa!;)
Jakael
27 Jun 06, 04:24 AM
I really like the med kit idea and the envelopes also. I think fewer regens are better as it lets one side actually gain the upper hand. It really blows when it only takes someone 1-2 minutes to get healed by a medic and the firefight they died in is still going on. Jakael
I really like the med kit idea and the envelopes also...You like this idea, but do you remember to stick your envelope into your pocket, or do you discard them on the ground as your playing?
Downslide
27 Jun 06, 04:39 AM
The other problem with limiting the number of regens, those players out there who tend to be BB magnets end up sitting in the safe zone for more of the day than they feel is worth making the trek to the field for. This may lead to a decrease in attendance, or worse, open up the possibility of increased cheating.
Being old (and lazy) I don't mind sitting out for a bit. But I also do like to get a healthy dose of trigger time in as well.
Agent J
27 Jun 06, 07:27 AM
Fewer regens are fine with me as long as there is a greater opportunity of getting them. Last game at Apoc, I spent most of the day running around with a few teamates and no medic, it was rather aggravating (No offense to you, Kerrick or anything like that intended).
Kerrik13
27 Jun 06, 01:30 PM
None taken :)
Personally I'm a fan of the old school medic cards. Just acouple guys depending on attendence. With a pack of playing cards, just limit the amount you can take per round say 2 or 3 at most. Its that or the field tape which we used at the last apoc game you get hit you call out for a medic or corpsman and then they tie the band on you arm leg or whatever you may hold out for them within reason. With the smaller fields like WGF, or Andy's (outdoor adventures) regens are not so bad, but with the larger fields like apoc it can suck to be towards the end of the day fighting by the shack when you get hit and realize that your base is in the VC village.
jedibgp
27 Jun 06, 09:11 PM
Thats what we need, instead of Medics, we need clergymen and Mages, that can cast healing spells, and zip around the field like fairies.
That's funny as hell...ha....ha...:)
on bf2 how do you kill them with the defab stab them with it? using the blow torch as a flamethrower is quite funny
Derfleiger
25 Jul 06, 07:54 AM
What are you talking about?
jedibgp
25 Jul 06, 03:57 PM
on bf2 how do you kill them with the defab stab them with it? using the blow torch as a flamethrower is quite funny
I just got my first defibrillator kill on BF2 last night. Let's just say I was bringing a fellow comradeback to life and a "bad" guy got in the way of my paddles ...ha....ha... :D
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