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Author Topic: Medic!!! Can I get a Medic over here!!!  (Read 1552 times)
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THEHOYT
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« Reply #30 on: March 14, 2009, 03:31:18 pm »

Classic over the sholder medic bags would be a good thing to look into.
The medics would have to give there input on wether they feel it would hinder their maneuverability.  medic

Somthing like these...
http://www.1starmy.com/viewproduct.asp?Productno=3384
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THEHOYT
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« Reply #31 on: March 15, 2009, 06:41:46 pm »

lol, I would say in place of rubberbands we should just use band-aids but they might be a little more prone to falling off depending on where they were placed.
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Recon
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« Reply #32 on: March 15, 2009, 06:51:54 pm »

Even cheaper:

http://www.airsoftpost.com/jungle-first-kitod-p-28893.html
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Major Chronic
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« Reply #33 on: March 16, 2009, 07:37:54 pm »

ok, so I updated the safety briefing to include the use of the "tourniquet" and that only 2 are allowed per person.
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« Reply #34 on: March 16, 2009, 10:25:29 pm »

Now all we need are man purses!  :IPBJT:

TL
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REAPER
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« Reply #35 on: March 17, 2009, 07:01:53 am »

How about fanny packs!!!! :Begging:
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Major Chronic
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« Reply #36 on: March 17, 2009, 07:34:30 am »

Sad  I could bring one of my wifes purses? ROFL!!!!
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« Reply #37 on: March 27, 2009, 08:10:28 am »

Part of  the reason for a "toe grab" healing is that the rules to move a downed player are unclear with most players so the "wounded" effectively cant be moved, so the medic squeezes into whatever position they can to achieve "direct contact" which can mean by the toe or my personal fave (feel the sarcasm) healing through the gap in a tree or stump. I really feel that if we are going to make the medic procedure more involved, there needs to be a clearly defined rule about moving the shot player, so the medic can have a margin of safety to "work" on his patients. I mean really, if I have to go out under fire and kneel over them for a full min A LOT less people are going to get the medical treatment they so desperately need.
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rootbeercouch
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« Reply #38 on: March 27, 2009, 03:01:48 pm »

i agree if people cannot be moved and the medic has to be more involved, healing is going to be less common. but let us not forget is less healing some thing we want?

 I have healed through stumps, around trees and all sorts of crazy stuff, that never bothered me because although it is unrealistic it to me even more unrealistic that a down man becomes a an unmovable bolder so to me the two devinets form reality canceled out and made for fine GAME mechanics,if we want to medic to be more involved we need to decommission the dead man paralysis

but the current system with the rubber bands on them unaided is a small move toward more involved medics it is truth be told is more of a noucenes  to me, because i have to stick myself further out there,  HOWEVER i do like limiting the number of heals especially with our ranks growing so large the rubber bands SHOULD STAY
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Northern Lights
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« Reply #39 on: March 27, 2009, 03:14:28 pm »

Medics can move any player up to 10ft. That has been the rule for many years. Let's not forget that the healing process should be a process and idealy should be somewhat involved. Some soldiers die in battle due to circumstances that are not ideal. Using our current rules I have sat all round waiting for a medic but was told that I was not a priority since I was out of view. So, medics will heal whom they please as has been the case even with our current ruleset. We just want to put an end to the walking respawn point that we are starting to move towards IMO. Medics are a different role than rifleman, sniper or support gunner. Let's try to reflect that in our handling of the role. We have set rules for certain roles(IE Sniper has to be bolt action and has to use a larger safety distance) and in the case of the support gunner the extra heft of the weapon imparts its own limitations. I think this is simply an extension of that thought process.



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Irish Militia
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« Reply #40 on: July 01, 2009, 07:21:07 am »

Why not something like a token? Go to a lumber store, buy a 1" oak dowel, cut it into 1/4" or 1/2" discs. Spray paint them whatever colors. Each player carries however many the scenario allows for in their pocket, or ammo pouch, or whatever.  Hand one over with each heal, when you're out, you're proper f*cked.

That way there are no added visuals that may confuse players, like extra arm bands or wristbands (also, wristbands may not be the best idea simply because the wrist isn't a terribly strong joint, and accidents do happen). I also imagine fishing a token out of your pocket would be easier than taking off/putting on a band.
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Recon
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« Reply #41 on: July 01, 2009, 08:54:10 am »

But the whole point of the medic putting a rubber band on your hand, unassisted, is so it'll take a little bit longer than just quickly counting to 30. I personally don't want another person reaching into my pocket to retrieve a chip. No offense Root Beer, I like you, but not that much!  eyepoke Just playing.
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rootbeercouch
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« Reply #42 on: July 01, 2009, 08:57:35 am »

i like this idea because as i am sure many of us medics have seen carrying rubber bands is a little bit of a pain.... they get tangled or having 20 of them on your wrist is a little uncomfortable, however  i must sight the "if it's not broken don't fix it ...."  the rubber bands have been working well, but when we have more people in the winter we may want to revisit this idea because the more rubber bands we'd need to carry could become a big problem

as for the thing being in the pocket the player would just need to pull it out for the medic
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Northern Lights
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« Reply #43 on: July 01, 2009, 09:38:34 am »

This is certainly another take on the trade an item for healing concept. We would need to make many, many "tokens" as we have players walk off with armbands all the time. I imagine that there is a very good chance we would run through tokens in people's pockets quickly. The rubber band is supposed to be difficult to some degree. Most medical procedures are not simple. We have to simplify the process as much as possible for the sake of fun. I also like that the rubber bands are SUPER cheap.They can act as physical/visual reminders of your earlier mistakes that round helping you remember to think through your plan of attack. Remember I had originally wanted to tape off hands and arms with "bloody" bandages. Now I realize that that would have failed miserably on the field during play. As Recon stated the "healing process" was implemented due to different medics using wildly different paces for counting to the designated heal time. We have tried stopwatches but they are not ideal. So, we are currently using the rubber bands due to price, time to implement, player death reminder, equality of implementation features. If we could find a better way to accomplish these goals we will move on to it. It is similar to the drag a buddy distance limit rule. Some players will be able to be dragged 100ft or more due to there lack of heft while others will be no more than 20ft. I am personally a wee bit larger than the average player. Some 145lb person will have a hell of a time dragging me at 215lbs, without any gear, a good distance. So we limit the distance to something that all players should be able to accomplish. We need rules that will work the same way for all players on the field without loosing too much of the realism.  Keep the ideas flowing guys we will be able to polish these areas that way. Its obviously an area of the game that is a bit rough around the edges still.





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« Last Edit: July 01, 2009, 09:45:22 am by Northern Lights » Logged

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rootbeercouch
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« Reply #44 on: July 01, 2009, 10:17:22 am »

( my carry rules will work the same way for all players on the field without loosing too much  of the realism  rules) but i digress

why didn't the stop watch's work? Medics carrying stop watches is something i'd like to see
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