| Re: Game variations... We've toyed with a few medic variations...thought I'd post up.
Variation #1 (groups of 8-12):
One medic per team. Each medic will be provided 3-4 "med-kits" consisting of arm bands. A medic can heal a wounded (any hit above the collarbone counts as a headshot and is not healable) player. Each player can recieve a max of 2 armbands. Medics are allowed to heal themselves.
Variation #2: (groups of 12-16)
Two medics per team. Each medic will be provided 6-8 "med-kits" consisting of arm bands. A medic can heal a wounded (any hit above the collarbone counts as a headshot and is not healable) player. Each player can recieve a max of 3 armbands. Medics are allowed to heal themselves.
Variation #3 (groups of 16+):
Two medics per team, adding in more as needed. Each medic is provided a small notepad and a good pen. If a player is wounded, the medic will be within touching distance of wounded, write their name down in the notepad and tap them on the shoulder for "healing" back into the game. This variation is typically used on very large scenario games within an area that your traditional respawn points would be quite a distance away. We add in a house rule that if the medic loses their notepad or pen on the field, they are no longer a medic and the team has lost the medic permenantly for that round.
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Even from personal experience, medics tend to work overtime during the round play, focusing more on keeping thier team alive then actually in the fight. Past healing, they will likely be playing a supressive, supporting role.
Thusly, finding medics easily can be rather difficult. We have come up with a viable solution that keeps the "medic" in the fight, but keeping a viable on field solution to those long respawn point walks
Variation #4: (groups of 12+)
One Field Surgeon (FS) per team. The FS will be provided a flag. This is considered a "mobile hospital", of which now becomes a mobile respawn point and can be deployed and redeployed by the FS at will. Each team in this variation will have a main HQ respawn point as well as their mobile hospital.
If the enemy is able to knock down the FS's flag, the mobile hospital is destroyed. The flag must be returned to HQ to be redeployed (again, by only the FS...no one else can redeploy the hospital but the FS). Any team member (typically already shot out and enroute back to HQ) can return the flag to the HQ.
The enemy is NOT allowed to move the downed flag, but can camp it from active players. FS's are NOT required to stay near the hospital, but tactics may require them to maintain a presence in the area in case redeployment is needed.
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