#Medical System

14 messages · Page 1 of 1 (latest)

neon sage
#

I was reading the patch notes about the medical system and I think that it is quite lackluster. I am a "combat medic/paramedic" IRL so I do get a bit of a Chubb when I see a very good medical system portrayed in games. ACE3 medical in some forms are pretty good.
Another very good example of this that I found recently is with this upcoming game called "medic":

https://store.steampowered.com/app/1281640/Medic_Pacific_War/

What this game does well:
Minimal UI elements - the game gives the player the information that they need to treat the casuality with visual particle effects and decals on the downed soldier. IE: An arterial hemorrhage is displayed as spurting blood from the wound.

No progress bars - animations and physical interactions with the casualty that show the actual interventions being done.. tourniquets applied, pressure bandages and wounding packing.

Interventions make sense - the casualty isn't revived somehow with some bullshit sci-fi 'stim' injector or by touching them with magical healing hands like in squad.. that's not a real thing. Stop the bleed, apply pressure dressing, close the wound, give blood, bring to a medical tent or evac vehicle and then let the player play again.

They needed their heroes... And it was time to act as one!In Medic: Pacific War you are playing as an American field medic, serving in the US Military on the Pacific Front. Your job will be to take care of wounded companions in the best possible way - according to your knowledge, skills and medical equipment that you currently have.Hard choices ...

Release Date

2025

▶ Play video
#

Just a point: I don't think that the current implementation is awful. It's perfectly fine for normies. But if you want a more tactical experience and to make the medic class important, and to add depth to the gameplay then you need a granular, meaningful medical and injury system.

glad epoch
#

Imagine COD kid screaming insults at your whole family performing blood management with multiple pills and bandaging techniques, etc. The pace of the game is not that slow as Arma to simulate this. Just suiciding and waiting 15 seconds instead of those mega surgeries is what many would prefer.

neon sage
#

The pace of the game should be slowed down considerably in my opinion.

#

You wont have tactical gameplay if the speed of respawning is like 15 seconds, and then you're placed more-or-less back into the fight. Reloads and movement speeds should be realistically grounded, and getting wounded should put you out of the fight for a bit (like in arma 3 ACE - its really not that bad).

#

Slow things down, make it punishing, but in a way that is designed for firefights to last longer. This makes the teamwork and decisionmaking more important than twitch-shooting COD style gameplay

glad epoch
neon sage
#

There's tonnes of fast-paced cod-style casual games out there. No need to add to that

elfin inlet
glad epoch
#

I like when games are slow enough to be meaningful tactically, but not to the point of hyperrealistic simulation where you have to do every little thing to survive without it being sped up.

neon sage
#

Ya, not asking for hyperrealism