This is totally wrong. Wounded soldiers pays a great role in a battlefield. Actually, a wounded enemy is much more valuable than a dead enemy.
Snipers are actually instructed to aim at the legs or lower torso of the targets. You know why? Because killing an enemy will just take out one enemy soldier. If you leave him wounded and incapacitated, you will take away two or more enemy soldiers out of the battlefield. Someone will need to stop fighting to help the wounded guy. If the soldier was wounded in an open area, they will need to take one or more combatants out of the cover to rescue him. Plus, the screams and moans of a wounded soldier can seriously damage the morale of the entire squad.
Medic roles CAN work great on RO2, but not how as it is getting suggested so far. Here is my proposition:
The "medic" system:
No Medic class. Anyone with at least one remaining bandage can be a "medic". To heal a wounded player, you need to spend 4 to 6 seconds putting pressure on the wound to stop the bleeding. You will become completely vulnerable while doing it. If the wounded player is on a dangerous open area that will put yourself in danger, you can choose to drag the wounded player to somewhere safer. If you don't have a bandage left, you will still be able to drag the wounded player.
The "wounded" system:
Players can bandage wounds on the arms, and small wounds caused by pistols or submachineguns in the legs, but getting shot in the leg by a rifle or machinegun, getting hit by the farthest area of an explosion, or getting hit by any gun on a region on the torso that will not damage any vital organs, will leave the player grievously wounded.
The grievously wounded player will lay down in the ground, moaning and screaming. Respawn time will be counting and he will still be able to access the "limbo menu", to select spawn point and change role. At any moment he can select a "give up" option to just close the eyes and die, or a "wait for rescue" option to continue struggling to survive for 15 more seconds after the respawn time ends.
How can this be useful to the gameplay?
It may get a player back to action faster.
When somebody dies, it usually takes around 20 seconds to respawn, and more 15 or 20 seconds to get back into the combat zone if there is no squad leader alive and the map is very big. So, in the worst case scenario, it can take up to 40 seconds for the player to get back into action if he dies.
With this system, it can take like around 5-10 seconds for a friendly player to reach the wounded soldier, and other 4-6 seconds to heal him. This would make him get back into action in 10-15 seconds. That is a huge increase of gameplay pace if comparead with the 40 seconds in the worst scenario.
Saving manpower resources.
Also, it will become a very useful tactic at the end of the rounds, when the reinforcements are depleted, and every life counts. It will make final battles much more dramatic and immersible.
Thanks god at least one valid reply.
I believe your suggestion would improve gameplay and teamplay.
You got additional goal to rescue a team member.
Teamplay is required to rescue a friendly. After rescuing my friend can still stay with me, but not 300m away at respawn.
And If I have option to respawn in 30 seconds NEAR MY FRIEND or respawn in 5 seconds 400 meters away on a spawn point, I would always choose first option (I like teamplay).