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Backup Sections => Orange Cosmos Roleplay 2[ARCHIVE] => Suggestions => Topic started by: Statua on May 14, 2013, 12:47:36 PM

Title: Medic Improvements
Post by: Statua on May 14, 2013, 12:47:36 PM
Currently, the paramedic system is the exact same as it was 3 years ago. You smap your M2 to charge your paddle and hope it revives someone, or you spam your m1 with your health kit till you hear the heal sounds, and wait to see if the person says '1 MAOR PLOX'. Ths system is old, silly, and probably one of the most unrealistic systems in the game.

Updated this as of 02.06.13

The first aid kit

Instead of spamming M1 to heal someone and asking them if they need more, make it like the crafting progress bar or the refuel bar. The speed the bar fills is related to how much health they have.

While the bar is filling, play the looping bandaging sound from L4D (I can retrieve that for you if you wish) instead of the HL2 health kit sound.

Replace the hl2 first aid kit model with a more realistic model like the first aid kit from L4D. Most EMS carry red response bags so a hard plastic first aid kit doesn't make a whole lot of sense.

The Defibs

As stated before, defibrilation alone cannot revive someone. You need to perform CPR. Have it like this.

One single swep called revive hands. Two functions, M1 runs CPR and M2 administers a shock. Here's how the system would work.

When you come up to the pt, you have to rapidly click mouse 1 to fill up a bar, simulating CPR. As soon as you start filling up the bar, the persons death timer stops so if you arrive 10 seconds before they die, they have a chance at living. Once the bar is full, it will say "DELIVER SHOCK" in which case you right click, delivering a shock. When that happens, you have a 1/4 chance at reviving the pt. If they are revived, move on to the next system, if not, repeat CPR until you can shock again. If you stop clicking CPR for 1000ms, the timer starts up again and you have to restart CPR. This eliminates medics dancing with the paddles to dodge bullets in a cop raid.

Newly Revived Patients

To make the hospital of use and to prevent people from going full bore after being revived, when someone is revived, they must be brought to the hospital within 10 minutes to be fully restored. If they fail to do this, they will fall unconscious again and will need to be revived.

This eliminates the need for a revive cooldown because if you are revived, you cant really do anything without risking it.

Ambulance vehicle changes

There needs to be at least 1 if not 2 more seats added to the back of the ambulance to accommodate patients.

The ambulance speed needs to be increased, or death timer when EMS is available needs to be lengthened. Responding to a call on the other side of the map with the ambulance is hard to do going 45mph. Not to mention dangerous.
Title: Re: Medic Improvements
Post by: [S-ZPS] Sherman on May 14, 2013, 02:08:35 PM
Sounds good. Right now the system is just weird. Right now a medic's job is kinda random. Don't really know when the stuff will work or not. It is time for change for medics and I fully support your ideas Statua.

+SUPPORT
Title: Re: Medic Improvements
Post by: TheTemplar on May 14, 2013, 02:24:54 PM
I like the idea. I agree the paramedic job isn't realistic. It's more of brawl happened at BP need a medic then get mobbed. Hey I need a heal, I need a heal. Rather than oh shit he got shot, defib, walk him to ambulance take him to hospital and there he can get fixed.

+Support
Title: Re: Medic Improvements
Post by: BltElite on May 14, 2013, 02:55:08 PM
The only thing im a bit iffy about is the CPR, it looks like a bit of a shit minigame in a way. Perhaps have it so you have to get there within a certain time to start doing it and it takes 30 seconds or whatever to do.  Everything else seems fine
Title: Re: Medic Improvements
Post by: Scratchie on May 14, 2013, 04:12:46 PM
The only thing im a bit iffy about is the CPR, it looks like a bit of a shit minigame in a way. Perhaps have it so you have to get there within a certain time to start doing it and it takes 30 seconds or whatever to do.  Everything else seems fine
Basically this
Title: Re: Medic Improvements
Post by: GamingZealot on May 14, 2013, 05:08:54 PM
About the CPR, feel free to correct me where I'm wrong but I have a few points to raise. While chest compressions are good for postponing death until the paramedics could arrive, paddles are always better for actually fixing what is wrong with the heart. The only exception I can think of is if the person's heart is only missbeating, not actually stopped, in which case I don't know if paddles or AED is preferable. Regardless, this means if you are already there with paddles, there isn't really a reason to continue with chest compressions, so keeping paddles wouldn't be unrealistic. After the paddles are used, the only possible remaining issue, as far as CPR is concerned, is if their breathing doesn't come back with their heartbeat. Then its not a matter of chest compressions as suggested though, but rather of mouth-to-mouth or assisted breathing with an apparatus.

The only was I could see this being more realistic is if you inserted the little "minigame" as something people around a severely injured/unconscious person have to do to sustain life in the person for an extended period of time. It makes more sense since a citizen wouldn't have the equipment on themselves to save the person, and CPR would really be all they could do.

Other than those specific things, and even if those issues aren't adressed I +support this. The times I have tried to play on medic I've found myself wishing there was more to healing people than just waving my magic medi-gel pad and making everything better, and I think this interface would make the job a lot more appealing.
Title: Re: Medic Improvements
Post by: Officialjake on May 14, 2013, 05:38:25 PM
About the CPR, feel free to correct me where I'm wrong but I have a few points to raise. While chest compressions are good for postponing death until the paramedics could arrive, paddles are always better for actually fixing what is wrong with the heart. The only exception I can think of is if the person's heart is only missbeating, not actually stopped, in which case I don't know if paddles or AED is preferable. Regardless, this means if you are already there with paddles, there isn't really a reason to continue with chest compressions, so keeping paddles wouldn't be unrealistic. After the paddles are used, the only possible remaining issue, as far as CPR is concerned, is if their breathing doesn't come back with their heartbeat. Then its not a matter of chest compressions as suggested though, but rather of mouth-to-mouth or assisted breathing with an apparatus.

The only was I could see this being more realistic is if you inserted the little "minigame" as something people around a severely injured/unconscious person have to do to sustain life in the person for an extended period of time. It makes more sense since a citizen wouldn't have the equipment on themselves to save the person, and CPR would really be all they could do.

Other than those specific things, and even if those issues aren't adressed I +support this. The times I have tried to play on medic I've found myself wishing there was more to healing people than just waving my magic medi-gel pad and making everything better, and I think this interface would make the job a lot more appealing.

With the AED you still need to continue chest compressions.  The AED stops fibrillation and corrects the heart beat.  Chest compressions are still needed in reviving the person.  Mouth to mouth isnt used anymore now a bag valve mask or CPR mask is used to prevent disease spread to the first responder or victim.

I am the supervisor in the emergency services org for EMS and statua is the head of EMS in our org.  I STRONGLY support this suggestion as it would improve the medic's job immensely.  The ambulance is dreadfully slow and needs to be faster and have all round upgrade.  The ambulance needs at least 1 seat in the back preferably 2.  So if two medics are riding in one ambulance (which they should as its more effective) then there needs to be space to transport patients to the hospital.

Title: Re: Medic Improvements
Post by: GamingZealot on May 14, 2013, 05:57:58 PM
About the CPR, feel free to correct me where I'm wrong but I have a few points to raise. While chest compressions are good for postponing death until the paramedics could arrive, paddles are always better for actually fixing what is wrong with the heart. The only exception I can think of is if the person's heart is only missbeating, not actually stopped, in which case I don't know if paddles or AED is preferable. Regardless, this means if you are already there with paddles, there isn't really a reason to continue with chest compressions, so keeping paddles wouldn't be unrealistic. After the paddles are used, the only possible remaining issue, as far as CPR is concerned, is if their breathing doesn't come back with their heartbeat. Then its not a matter of chest compressions as suggested though, but rather of mouth-to-mouth or assisted breathing with an apparatus.

The only was I could see this being more realistic is if you inserted the little "minigame" as something people around a severely injured/unconscious person have to do to sustain life in the person for an extended period of time. It makes more sense since a citizen wouldn't have the equipment on themselves to save the person, and CPR would really be all they could do.

Other than those specific things, and even if those issues aren't adressed I +support this. The times I have tried to play on medic I've found myself wishing there was more to healing people than just waving my magic medi-gel pad and making everything better, and I think this interface would make the job a lot more appealing.

With the AED you still need to continue chest compressions.  The AED stops fibrillation and corrects the heart beat.  Chest compressions are still needed in reviving the person.  Mouth to mouth isnt used anymore now a bag valve mask or CPR mask is used to prevent disease spread to the first responder or victim.

I am the supervisor in the emergency services org for EMS and statua is the head of EMS in our org.  I STRONGLY support this suggestion as it would improve the medic's job immensely.  The ambulance is dreadfully slow and needs to be faster and have all round upgrade.  The ambulance needs at least 1 seat in the back preferably 2.  So if two medics are riding in one ambulance (which they should as its more effective) then there needs to be space to transport patients to the hospital.

With the AED you do if it doesn't work the first time, yeah, but they aren't using the AED, they are using paddles. And mouth to mouth isn't used but I was just using it to refer to the mask. I'm a lifeguard so I know we use valves now, or sometimes special pumps. I've also used an AED so I know that it requires chest pumps most of the time, but I was never trained with paddles so I suppose its possible CPR is needed for paddles, but I was under the impression that once paddles were used chest pumps gave way to repeated shocks.
Title: Re: Medic Improvements
Post by: Officialjake on May 14, 2013, 06:54:41 PM
I am actually training to be a lifeguard right now =)

But I do think that some major improvements need to come to the medic job to make it more realistic and less button mashing to heal/revive someone.
Title: Re: Medic Improvements
Post by: Scratchie on May 14, 2013, 07:21:07 PM
There's actually going to be a similar leveling system to police when I'm done with it. Something like this (very rough draft):

Paramedic Trainee
- Cannot get vehicle (vip/gold exempt)
- Low chance of revival on death
- Cannot fix broken bones
- Lowered bandage healing power

Paramedic
- Can get vehicle
- Higher chance of revival on death
- Can fix broken bones, but may take a few times
- Hightened healing from bandages

Senior Paramedic
- Higher chance of revival on death
- Can fix broken bones every time
- Hightened healing from bandages

Of course there's more to it and there will be more in the end after consulting with some people, but ye. Probably going to introduce a few new things like splints and stuff so its not like "lol i hit you with a first aid box now your legs not broken" and stuff.
Title: Re: Medic Improvements
Post by: ?«SG.Sup?? | Sir.Scottx125 on May 15, 2013, 06:40:08 PM
There's actually going to be a similar leveling system to police when I'm done with it. Something like this (very rough draft):

Paramedic Trainee
- Cannot get vehicle (vip/gold exempt)
- Low chance of revival on death
- Cannot fix broken bones
- Lowered bandage healing power

Paramedic
- Can get vehicle
- Higher chance of revival on death
- Can fix broken bones, but may take a few times
- Hightened healing from bandages

Senior Paramedic
- Higher chance of revival on death
- Can fix broken bones every time
- Hightened healing from bandages

Of course there's more to it and there will be more in the end after consulting with some people, but ye. Probably going to introduce a few new things like splints and stuff so its not like "lol i hit you with a first aid box now your legs not broken" and stuff.

So you have to wait 24 hours to get a medic vehicle? The ever rare medic species will soon become an endagerd one at this rate...
Title: Re: Re: Medic Improvements
Post by: Scratchie on May 15, 2013, 06:42:09 PM
There's actually going to be a similar leveling system to police when I'm done with it. Something like this (very rough draft):

Paramedic Trainee
- Cannot get vehicle (vip/gold exempt)
- Low chance of revival on death
- Cannot fix broken bones
- Lowered bandage healing power

Paramedic
- Can get vehicle
- Higher chance of revival on death
- Can fix broken bones, but may take a few times
- Hightened healing from bandages

Senior Paramedic
- Higher chance of revival on death
- Can fix broken bones every time
- Hightened healing from bandages

Of course there's more to it and there will be more in the end after consulting with some people, but ye. Probably going to introduce a few new things like splints and stuff so its not like "lol i hit you with a first aid box now your legs not broken" and stuff.

So you have to wait 24 hours to get a medic vehicle? The ever rare medic species will soon become an endagerd one at this rate...
of course not. Levels are based on playtime as that job.

Sent from my DROID RAZR HD using Tapatalk 2

Title: Re: Medic Improvements
Post by: Statua on May 15, 2013, 07:04:07 PM
Ok so you added levels. Is anything from my list going to be added?
Title: Re: Re: Medic Improvements
Post by: Scratchie on May 15, 2013, 07:10:57 PM
Ok so you added levels. Is anything from my list going to be added?
if you read steam the other day you'd know the answer to that

Sent from my DROID RAZR HD using Tapatalk 2

Title: Re: Medic Improvements
Post by: Officialjake on May 15, 2013, 10:03:42 PM
I don't know about the level system... It seems that it would make it significantly harder to get medical attention or for the medics (if they are level one) to do their job effectively. especially with the long walk to and from the hospital.
Title: Re: Medic Improvements
Post by: Statua on June 02, 2013, 02:02:46 PM
-snip-

Read the op for the most up to date
Title: Re: Medic Improvements
Post by: [JSRF] Beat on June 05, 2013, 09:57:43 PM
Really good idea. +Support.
Title: Re: Medic Improvements
Post by: Scratchie on June 14, 2013, 08:05:54 AM
This hasn't been forgotten, but the ideas themselves are mostly not going to happen for various reason ranging from making the job less desirable to being hard to code for the little amount of time medics are actually on. I do plan on improvements though.
Title: Re: Medic Improvements
Post by: Statua on November 06, 2013, 04:25:20 PM
Im going to update this again when I get home from class.

Post Auto-Merged: November 06, 2013, 07:20:09 PM
The OP is now up to date.
Title: Re: Medic Improvements
Post by: Ted on November 07, 2013, 10:30:50 PM
Sounds like a really good idea, would interest more players to be a medic. Most of the time there is like 1 medic and they quit after 2 minutes, i also think you should get payed more if your gonna do all that work tbh, like $150 paycheck and every time you save someone you get like another $50 like the firemen sorta have where they extinguish a fire and get some extra money.
Title: Re: Medic Improvements
Post by: rBST Cow on November 07, 2013, 10:58:47 PM
Ok first of all, bumping as I have revised this to make it simpler yet effective.

The first aid kit

Instead of spamming M1 to heal someone and asking them if they need more, make it like the crafting progress bar or the refuel bar. The speed the bar fills is related to how much health they have.

While the bar is filling, play the looping bandaging sound from L4D (I can retrieve that for you if you wish) instead of the HL2 health kit sound.

Replace the hl2 first aid kit model with a more realistic model like the first aid kit from L4D. Most EMS carry red response bags so a hard plastic first aid kit doesn't make a whole lot of sense.

Most people don't have L4D, like me. So it'll either show up as an error or it will have to be added into like some workshop download/addon to download, which increasing the file size isn't exactly the best idea. If the file size is tiny, like maybe half a megabyte or whatever then it won't hurt that much but I really think we should be careful what's added and whatnot, having a huge file to download isn't very appealing to most people. Things will add up over time.

The Defibs

As stated before, defibrilation alone cannot revive someone. You need to perform CPR. Have it like this.

One single swep called revive hands. Two functions, M1 starts CPR and M2 administers a shock. Here's how the system would work.

When you approach a dying person and push M1, it starts the CPR sequence and stops the persons death timer. A red indicator shows up thats says 'WAIT' inside it. After about 500ms it turns green and says 'Click' in which case you have to click M1 within 500ms. It then turns red again for 500ms and repeats. You have to get 10 successful clicks in a row, then it will say "Right click to shock" where you have a 50% chance at reviving.

If you click while it's red or fail to click while it's green, it takes 10 seconds off the timer and you have to start again. If the reviving chance fails, you dont get deducted, other then you have to restart CPR again.

Basically, if someone's dying, you have to click Mouse 1 at the right time 10 times and then administer a shock with Mouse 2. If you mess up, you have to restart and are deducted 10 seconds.

This eliminates medics dancing with the paddles to dodge bullets in a cop raid.


Making OCRP more serious clearly didn't work out, so I don't understand how this could possibly be good. PassiveRP/Being semi-serious or whatever is one thing, but forcing people to go through these hoops and whatnot to get a simple revive I couldn't see working out to well.

Newly Revived Patients

To make the hospital of use and to rpevent people from going full bore after being revived, when someone is revived, they must be brought to the hospital with 5 or 10 minutes (whatever works best) to be fully restored. If they fail to do this, they will fall unconscious again and will need to be revived.

This eliminates the need for a revive cooldown because if you are revived, you cant really do anything without risking it.

Same as stated above, why are you trying to make OCRP more serious. It CLEARLY didn't work out at all, so how would this be a good idea to add?

Ambulance vehicle changes

There needs to be at least 1 if not 2 more seats added to the back of the ambulance to accommodate patients.

The ambulance speed needs to be increased, or death timer needs to be lengthened. Responding to a call on the other side of the map with the ambulance is hard to do going 45mph.


PassiveRP is fine as long as it's not forced.
Changed the OP to this.


Basically, I have nothing against people RP'ing. But FORCING them into it, like what you are suggesting with the medic stuff, clearly won't work out as pretty much everyone here knows that making OCRP2 serious was one of the biggest mistakes. So why you would want it to be even more serious is beyond my understanding. I would just like to make it clear that I am not intentionally being rude, I am just stating my thoughts/opinions on this.(People seem to think I "flame" a lot so I'm trying to make sure people know that I'm not intentionally doing it).
Title: Re: Medic Improvements
Post by: Statua on November 07, 2013, 11:43:29 PM
In response to you cow:

The L4D medkit would be available for download from the server. It's about 200kb

I thought I changed that revive hands section. Lol let me fix that up right away.

I understand where you're coming from. I probably didnt hit save or something. This suggestion was originally intended for when the server was more serious. Check back shortly, I should have that section updated if I can remember what I wrote down.


-ADD-

Nevermind I already did, just read the OP cow damnit. The OP is the most up to date. I think I changed a few other sections too.

-ADD AGAIN-

Locked this. Just gonna make a new post so theres no misunderstandings lol.
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