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The_D_Tres
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6 hours ago

BF6 Suggestions: Medics, Aid Stations, Hardcore, Blue-on-Blue penalties

This Hardcore mode creates a more immersive and tactical Battlefield experience by removing automatic health regeneration, adding realistic injury debuffs, and making combat medics truly essential for quick recovery. Players who are shot or injured stay significantly impaired until healed by a medic or by limping back to a spawn aid station. Blue-on-blue (friendly fire) is strictly punished — the player responsible is instantly eliminated and receives a much longer respawn, while the victim respawns normally. Accumulating 5 blue-on-blue incidents in a match results in an automatic kick with no XP or progress. The goal is high-stakes teamwork and positioning while keeping fast respawns for enemy deaths to preserve Battlefield’s signature pace.

  • Increase realism and tension without turning the game into a slow simulator
  • Make medics genuinely vital and highly rewarding to play
  • Reward positioning, teamwork, and awareness
  • Keep Battlefield’s fast-paced, action-packed feel for normal deaths while punishing friendly fire

 

Realistic Damage & Injury Effects

What to implement:

  • Limb shots (arms/legs) cause realistic impairments:
  • Reduced movement speed
  • Increased weapon sway / slower aim-down-sight (ADS)
  • Reduced accuracy or firing rate
  • Head and torso shots remain highly lethal (one-shot or near-instant down)
  • Shrapnel and close-range explosions add secondary effects:
  • Temporary hearing loss / muffled audio
  • Screen blur or disorientation (blast overpressure)
  • Temporary mobility debuffs

Why do this?

  • Eliminates the arcade “fight at full capacity even when injured” feeling
  • Makes every bullet and explosion feel dangerous and meaningful
  • Encourages smart positioning and cover usage

 

Limited Self-Healing + Medic-Centric Healing System

What to implement:

  • No automatic health regeneration at all (even when hiding)
  • Any injury leaves the player with permanent debuffs (reduced speed, sway, blur, etc.) until properly healed
  • Self-Recovery Option — A heavily injured player can limp back to a spawn point or aid station for full health recovery and removal of all debuffs. This takes significant time and leaves the player vulnerable during the journey.
  • Healing by a dedicated combat medic is fast and efficient (instant or very quick full recovery + debuff removal)
  • Non-medic teammates can attempt to help, but their healing is much less effective (e.g., only partial recovery or takes significantly longer)
  • Only a dedicated combat medic can efficiently restore a wounded player to full 100% health and remove all debuffs quickly in the field

Why do this?

  • Gives injured players a risky solo option (limping back to spawn) if no medic is available, adding realism and decision-making
  • Makes medics truly essential and high-value in active combat zones — they provide fast field recovery that spawn aid stations cannot match in speed or convenience
  • Creates meaningful teamwork pressure: smart players will try to stay near medics instead of risking the long, dangerous limp back
  • Removes passive “hide and wait” healing entirely, while still offering a backup self-recovery path that rewards map knowledge and bravery (or desperation)

 

Strict Blue-on-Blue (Friendly Fire) Rules

What to implement:

  • Any blue-on-blue incident (accidental or intentional teamkill), including small arms fire, grenades, mortars, bombs, tank rounds, aircraft, or destruction of friendly vehicles/aircraft, immediately eliminates the player who caused it.
  • Respawn rules (made clear):
  • If you die to the enemy: You respawn very quickly (fast Battlefield-style respawn — back in the fight almost immediately).
  • If you die because of blue-on-blue (you killed your own teammate or destroyed a friendly asset): You enter respawn purgatory — your respawn takes twice the normal respawn time we experience in today’s Battlefield.
  • The victim of blue-on-blue (the teammate who was killed) respawns immediately, exactly as if they had been killed by the enemy.
  • After 5 blue-on-blue incidents (teamkills or friendly asset destruction) in a single match, the player who caused them is automatically kicked from the game.
  • Kicked players receive no XP, weapon progress, or rank advancement for that session.

Why do this?

  • Strongly discourages careless shooting, poor map awareness, and toxic teamkilling
  • Makes big indirect fire weapons (mortars, artillery, planes, tanks) feel high-risk when teammates are nearby
  • Protects the overall team experience and match quality
  • Only the player responsible for the friendly fire is punished with longer respawn — the innocent victim gets a normal fast respawn
  • Adds real consequences without unfairly slowing down the whole team

 

Respawn Philosophy – Keep the Pace

What to implement:

  • Normal enemy deaths keep very short respawn times to maintain fast action
  • Only the player who caused blue-on-blue receives the doubled respawn penalty

Why do this?

  • Prevents frustrating “respawn purgatory” for normal skillful fights against the enemy
  • Maintains Battlefield’s signature chaotic speed when you die to the enemy
  • Friendly fire actually hurts your own momentum and tempo, encouraging better coordination and trigger discipline
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