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Dragging wounded comrade to safety

It would be quite cool if the dragging feature could also be used to drag Russian Heavy Machine Guns around different areas such as the Maxim PM1910 -

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dragging would be cool just for immersion, i can't find any real good use for it otherwise. maybe only allow someone who is agonising to respawn once his body was placed in safety, or wait untill hes dead. but thats far pitched and how can the game see if he is in safety?
the bandaging part has me confused, it's hard to immagine a soldier in the stalingrad battle saying "i need a bandage or i can't fight anymore" the situations where someone who is still able to continue fighting, but absolutely needs to be bandaged for it (putting his team in peril), seem verry limited. AND these wounds should abolutely interfer with your fighting ability, otherwise you didn't need it and ouchta be shot for demanding it!
 
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dragging would be cool just for immersion, i can't find any real good use for it otherwise. maybe only allow someone who is agonising to respawn once his body was placed in safety, or wait untill hes dead. but thats far pitched and how can the game see if he is in safety?
the bandaging part has me confused, it's hard to immagine a soldier in the stalingrad battle saying "i need a bandage or i can't fight anymore" the situations where someone who is still able to continue fighting, but absolutely needs to be bandaged for it (putting his team in peril), seem verry limited. AND these wounds should abolutely interfer with your fighting ability, otherwise you didn't need it and ouchta be shot for demanding it!

not for multiplayer, but if you think about coop mode, with maybe 10 players vs tons of AI squads and your team has no respawn, trying to keep them alive would be a cool factor
 
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I thought it would be cool to have some fun animations added in that could lead to more immersion, dragging being one of them.
(salute, attention, parade rest, cheering, surrender, pointing direction, some hand signals etc. similar to those of WWII online)
Just my thought. DEVs should know better about this game than I do.
 
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the way i see it is not as a free health kit, it is as a mean to stop bleeding to death

And this is the way it should stay IMO. The objectives are all that matters, getting your team into them or defending them. If the system gets overly complicated and my "charactar" is affected by it so much that my skill as a gameplayer doesn't mean as much as how well I use the various first aid heals etc then I think it takes away from RO.

It should be kept simple, bandaging wounded limbs etc to stop a slow bleed out, but it shoudl be my choice if I can keep going. I may want to keep going to that capzone and not take the time to bandage up if my team is close to capping. I think all features should be designed to encourage teams working on capzones, not designed in a way that encourages people to take cover or stay away from the fight.
 
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Medics and the Wounded

Medics and the Wounded

If a player is dying but not dead either live players or Computer controlled medics would drag or carry them to safety. When they got there the hurt player would respawn and the team wouldn't lose reinforcements. If they bleed out and die well ... bye bye reinforcements. :D
 
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On the subject of immersion: something neat that would only be an aesthetic change, would be to have an incapacitated (read: not dead, AKA shot in the arm, leg, what have you) player still be taken out of the game and respawn like normal, but have the body of said player fall down and scream agonizingly for several seconds before being quiet. It could be done easily with ragdolls blended with pre-set animations (once the body comes to a rest) that I am sure UE3 has.

Seriously. Immersion. Picture that. Dare ya.
 
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i like that idea... someone even brought up AI medic... they could run out there put ur character on a stretcher and run u back to the spawn (but u as a player would have respawned as if u died) so that way people see the wounded screaming/or not one stretches at the spawn. that would be if it was a critical hit.

there has been some going back and forth about dragging. i was thinking you get knocked down if you get shot in the legs or foot... now u can crawl very slowly to heal then limp around... or a teammate can come drag u (much fast then crawling) to safety to then heal.

as for AI and playable medics... not sure if the germans had first aid kits like we did for every soldier. But have a possition as squad medic would be fun... running around to people calling for medics before they bleedout... but the AI should be the stretcher bearers for sure


i guess there would have to be three types of wounds...
-minor wound (can bandage but affects gameplay ex: limping, slowed reload, bad aim)
-incap wound (player respawns.. and the character is rushed away by AI medics)
-fatal wounds (player respawns and the character yells and scream and moans then dies shortly after)
 
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Dragging whould be even more "fun" if the wounded person still could shot. :D

No. If you're shot in the gut or have your kneecaps blown out you'll likley be unconcius. If you are indeed concius, you will be screaming in pain and fear, not shooting. Not only that, but IMO any system outside of bandaging and stilting for medical affairs is a waste of time. If someone gets wounded they are out of the battle. Mind as well count them as dead for the sake of gameplay.
 
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A simple waya to put it in that remains authentic but balanced is:

There's the old Firearms Hl1 mod way where if you are killed by non-fatal means (not a head shot) you die and respawn as normal but your body remains on the ground calling for help.
Other people (medic specialists) can "stabilize or evac" these people which refunds the ticket loss from the origonal kill.

This could be adapted into HoS where sometimes people are incapacitated instead of outright killed. You can drag these people into cover and perform a lengthy "stabilize" action on them which negates the ticket loss. The origonal person who was killed, dies normaly and is now awaiting respawn.
Ofcourse it's limited to a maybe half minute window to start stabilizing before the person bleeds out and the incapacitated person can just be finished off with another bullet.
 
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A simple waya to put it in that remains authentic but balanced is:

There's the old Firearms Hl1 mod way where if you are killed by non-fatal means (not a head shot) you die and respawn as normal but your body remains on the ground calling for help.
Other people (medic specialists) can "stabilize or evac" these people which refunds the ticket loss from the origonal kill.

This could be adapted into HoS where sometimes people are incapacitated instead of outright killed. You can drag these people into cover and perform a lengthy "stabilize" action on them which negates the ticket loss. The origonal person who was killed, dies normaly and is now awaiting respawn.
Ofcourse it's limited to a maybe half minute window to start stabilizing before the person bleeds out and the incapacitated person can just be finished off with another bullet.

Now that seems more reasonable.
 
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It remains however that a reinforcement ticket is not really worth a lot currently in RO. There would need to be a bigger benefit for people to want and go drag people than some measily reinforcements.

The only way how i would see this work is that when not fatally hit in say the leg you drop down and lay on the floor, where from that point some teammate can drag you out of possible harms way so you can safely bandage.
 
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