Author Topic: Medic Rule Talk  (Read 3563 times)

Reverandff7

  • Playing smarter
  • Hero Member
  • *****
  • Posts: 1603
    • View Profile
Medic Rule Talk
« on: February 18, 2013, 05:51:55 PM »
Hey everyone i was just wanting to start a little thread about different Medic Rules that people have seen heard of in OPs. I know everyone knows about the med rops with knots, Scotch Tape, and Masking Tape. I mean does anyone have any different medic rules that they have seen or even made? When you post your reply make sure you give a little detail on how it works so we all can understand it. Thank You for your time everyone.
Travis Perry
N.O.V.A. Team Leader
G&G SIG553
Custom SIG552
H&k Umerex G36CV
We G17
CYMA 030(with highcap mag)

Network Of Violent Activities - Thats what we are and what we do.

Princess

  • Sr. Member
  • ****
  • Posts: 266
  • German Camo, German Guns, German Beverages
    • View Profile
Re: Medic Rule Talk
« Reply #1 on: February 18, 2013, 08:27:21 PM »
As one the medics for D9, I have used lots of methods; the rope, masking tape method, Larges Ace bandages, small strips of ace bandages.

The small ace bandages from Broken Home have been the best I have used so far. I pre-tied making a save take about 30-45 sec (depending on how far up the arm you put the bandage) and they didn't fall off as easily.

I think the medic method should be easy but not a huge hassle for the medic. Yes it should be realistic-ish but a minute to wrap a full bandage is a little bit much for both of you to just get shot while doing the wrapping. The small bandages allowed for a longer re-spawn with out being a huge hassle.
Formally known as Delt.
Rule #1: Look Good
Remember: Pimpin' ain't easy

Metal

  • Sr. Member
  • ****
  • Posts: 436
    • View Profile
Re: Medic Rule Talk
« Reply #2 on: February 19, 2013, 05:07:19 AM »
AMS implimented a new (to them) concept of giving all the medics a tube with a small six-sided die in it. Each tube has a list taped to the outside with corrosponding numbers 1-6 on them. Each number would represent a specific wound. For instance, say the medic comes up to you after you've been shot, he shakes the tube to roll the die. The die settles on 4. He then looks to number 4 on the list and it says 'shot in right arm and left leg'. The medic then has to put a bandage on both the right arm and the left leg before the player is back in play. They also usually had a random number on the list that was a KIA. It doesn't matter if it's the first time you've been hit or the last, you're 'dead' and have to return to respawn. At first I didn't like it, but by the end of the OP I grew to love it due to it's randomness and a somewhat extra element of realism it added.

Reverandff7

  • Playing smarter
  • Hero Member
  • *****
  • Posts: 1603
    • View Profile
Re: Medic Rule Talk
« Reply #3 on: February 19, 2013, 08:49:24 AM »
Thats interesting on the dice thing. I like the extra element that has was installed in that. It seems a little long winded but i have not been a medic in a long time! I will say what worked for me thus far is the medical tape method that they use is chi town. What they do since medical tape sticks to itself really well and doesnt really tear anything up(except for your skin) its easy to rip and such. They use the 2 rap method. 1st time bandage is in the arm 2nd time bandage is in the leg 3rd bandage the person is dead. There reasoning for that is because if you already got shot in the arm and leg... your not fit to fight anymore and need more attention then just field medic.
Travis Perry
N.O.V.A. Team Leader
G&G SIG553
Custom SIG552
H&k Umerex G36CV
We G17
CYMA 030(with highcap mag)

Network Of Violent Activities - Thats what we are and what we do.

Obi1

  • Jr. Member
  • **
  • Posts: 28
    • View Profile
    • Instigator Milsim
Re: Medic Rule Talk
« Reply #4 on: February 19, 2013, 09:13:48 AM »
We borrowed a playing card system years back that worked like this:

-A player is hit and calls for a medic.
-The medic rushes over and has the hit player draw blindly from the deck of cards.
-The card drawn by the player dictated how soon & where the player would regen back into the game.
-The medic puts the card back into the deck, telling the player how long they are out for.





Not the best system, but it worked for our group. The dice sounds way better though.
Operation Mishko - NATO / Rifleman
OP Ossetia - Russian 19th Rifle Div / Rifleman/Medic
OP ESR-19 - CoST SQD 1-1 / Rifleman/RTO
OP Broken Home II - CoST SQD 1-1 / RTO
OP Rebel Yell 2 - CoST PL1 / 1-RTO
OP Full Plate - Plain Lands / DMR
OP ESR-19 2 - CDF Cell 1, G4 / DMR

Reverandff7

  • Playing smarter
  • Hero Member
  • *****
  • Posts: 1603
    • View Profile
Re: Medic Rule Talk
« Reply #5 on: February 19, 2013, 10:08:33 AM »
I like that idea too sounds pretty intersting. It seems like the bigger the ops the more interesting the method is. This good input guys thanks.
Travis Perry
N.O.V.A. Team Leader
G&G SIG553
Custom SIG552
H&k Umerex G36CV
We G17
CYMA 030(with highcap mag)

Network Of Violent Activities - Thats what we are and what we do.