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Marksmen DLC Revive System and Bleeding
Acknowledged, WishlistPublic

Description

The revive system that was introduced to players in the End Game multiplayer mode is certainly a step in the right direction and feels very polished, but it could use some work to allow for greater ease of implementation and more flexibility for mission makers. Here are some suggestions for improving the revive system in such a way that it would not only add more depth and polish to the system, but also perhaps provide a more in-depth medical system that players have been actively seeking since Arma 3's release.

I am not suggesting that 42 different types of new medical items be required to diagnose and treat casualties in ArmA 3. Instead, I am suggesting a more simplified approach that would be intended to produce a "feeling" of danger and fear of being wounded in game. The problem with some player-created content is that it is simply too complex for most ArmA 3 players as so many items must be carried or used to treat all the different types of wounds. The problem with simple revive systems (BI's new system falls into this category) is that they detract from the feeling of danger when bullets are whizzing by because you can simply be brought back to life no matter what hits you, which can discourage careful consideration of one's actions and proper planning which is an important aspect of ArmA 3. I am suggesting a compromise between the two in the form of a module that will provide options for the mission maker to disable, enable, or adjust certain aspects of the revive system.

Details

Legacy ID
224198019
Severity
None
Resolution
Open
Reproducibility
Have Not Tried
Category
Feature Request
Additional Information
  1. Add an animation that is played while reviving an incapacitated player. This is the biggest concern with most players that have tried the BI revive system.
  1. Implement the revive system as a module that can simply be dropped on the map in the mission editor, with parameters and options that can be adjusted.
  1. To add depth to the current medical system (which consists of either getting hit in the arm which impacts weapon sway, or getting hit in the legs which impacts movement speed), add a variable to units (accessible through scripting commands) that is simply called "bleedout time." The default maximum bleedout time should be about 5 minutes (adjustable in the module), and upon reaching 20% (adjustable) of the maximum bleedout time the unit will be put into an incapacitated state. When a unit is struck by a projectile that does not outright kill them and enough damage is suffered (the bloody texture is visible) then that unit's "bleedout time" will decrease until a first aid kit is used and the unit returns to 20-0% damage. While a unit is not injured (20% damage or less) the bleedout time will increase rather than decrease (The rate of "bleedout time" that is gained while not injured can be adjusted in the module).
  1. The minimum "fatigue" that a unit can have should be inversely proportional to the amount of bleedout time remaining for that unit, regardless of whether the unit is still wounded. This simulates anemia and dizziness. If a unit has 30% of their maximum bleedout time remaining, they will be at least 70% fatigued even when fully rested, for example. This effect could be disabled in the module.
  1. Incapacitated units should not be able to be revived without a first aid kit or medical kit (can be disabled so that any unit can revive a unit without a first aid kit or medical kit.) If a "combat life saver" revives a unit that is incapacitated, they will be revived more quickly and returned to 0% damage and no first aid kit is used (assuming a medical kit is present). If any other unit revives an incapacitated unit, they are returned to 20% damage (this can be disabled in the module so that any unit can revive another unit to 0% damage, and of course the time required to revive a unit as a combat life saver and otherwise can be adjusted).
  1. Allow players to drag and pick up/carry incapacitated units to pull them out of the line of fire before reviving them (which would be a great addition considering that incapacitated units can be killed by gunfire with BI's revive system). This should be able to be turned on and off in the module.
  1. Pressing "u" should bring up both a revive options menu as well as the group manager menu, if the group manager is enabled in the mission. The revive menu should allow players to change their keybinding to revive an incapacitated unit, as well as the keybindings to drag or carry an incapacitated unit if that setting is enabled.
  1. Additionally, AI units should be able to be commanded (also through a script command) to revive a nearby friendly incapacitated unit. AI units should also be able to be incapacitated and revived, also as an option in the module.
  1. The final option in the module should dictate whether some types of damage should outright kill a unit rather than place them in an incapacitated state. Essentially, any single hit event that would kill the unit even if it were at 0% damage should kill the unit rather than place it in an incapacitated state. This allows larger caliber weapons and headshots to remain fearsome as they grant no opportunity for resuscitation, but also closes the gap between smaller caliber weapons as they can still cause a unit to bleed out or suffer fatigue from blood loss if the unit is not prepared with a first aid kit.

Event Timeline

Bohemia edited Additional Information. (Show Details)Apr 11 2015, 6:15 AM
Bohemia set Category to Feature Request.
Bohemia set Reproducibility to Have Not Tried.
Bohemia set Severity to None.
Bohemia set Resolution to Open.
Bohemia set Legacy ID to 224198019.May 8 2016, 11:54 AM