The Battle of the Somme symbolised the horrors of warfare in world war one. Follow orders, fight for your country, survive in rain soaked trenches and wait for the call; the call to chargeover no man's land to fight for freedom and liberation. Equipped with your arsenal of weaponry, make haste and overtake your enemies; watch over your brothers and god speed. As a soldier in The Somme you are challenged to overtake your enemy's forces. Team work dependency is key without it you will fall to feet of your foes. Listen out for orders from your commanding officer. Which role are you? You decide! From the Medic class and being able to help wounded allies, to being an Officer, taking command to spot targets and mark them on your map to create devastation to your enemies forces with Artillery barrage.
The Somme - Class Breakdown, found out what's in store for the Medic!
Posted by Ch°an on Dec 1st, 2012
Attention Trench Rats, today The Somme's development team want to do a class break-down of the Medic. We initially planned to do a big scoop of them all in a generalized post, however there is too much juicy flavour in our classes for that; so we've decided to break each class down in separate posts. Medic is first up, as it's easily the most anticipated class it seems from the responses we are getting.
When we were sat at the drawing board, trying to figure out how the Medic class would work, we initially had thought that soldiers have chance too enter a 'wounded' state rather than dying then re spawning. That didn't really work without good sense of what the player could actually 'do' whilst in the wounded state. So we worked that mechanic into the Medic's design scheme. When a player is shot, depending on where the bullet hit, for example the arm the player would enter the wounded state instead of dying. In this state, downed player is able to control the camera and look around which lasts 20 seconds ( Entering wounded state also decreases your spawn time over time ) until you black out and die. However, if a Medic is to come along, he/she can lift you onto their shoulders ( All first person ) and carry you to a medical zone which are scattered around the field and are shown to the Medic via the HUD. Once downed player is placed into these zones, downed player is restored to 85% health and both downed player and rescuer are given double points/awards.
You may be thinking this could be ripe for abuse. We discourage this and made it so whilst you are still in the carried state, it is still decrementing your respawn time and if that hits zero, you will spawn back in your trench and the carrier will receive a temporary damage reduction and 'attempted rescue' points. This system is great for clutch situations where you need to push fast into enemy territory to achieve victory. It is a very situation dependant.
"Woof! Woof!" You did read that correctly! We decided to go with a very strategic route with the Medic, we wanted the class to be a tactical pursuer in the field; a class their team can count on to bring heaps of additional help in various alternative scenarios. This isn't your bog-standard Dogs that attack and kill. The Medic commands what his/hers dogs do on the field per call. You have three variants to select.
#1: Infantry Assistance: Your dogs will attempt to rush on-coming enemies and latch their claws into the backs of their foes and attempt to 'rag' them, this causes a stunning motion, the best way to describe this would be a Flashbang in current games. You do have the ability to shake the dogs off for quicker resistance.
#2: Field Resupply: Your dogs will make haste and aid your allies, resupplying their Bandages and/or Ammunition. The dogs will attempt to resupply as many players as possible in the given spawn time allowed.
#3: Seek and Demoralize: Your dogs will scout out wounded players for the Medic, enabling the Medic to find and pick up the soldiers and bring back to safe zones. If there is enemies in the vicinity of the wounded player, the dog will let out a loud bark and aggressive roar that will temporary stun the enemies in the area.
The Medic's are equipped with two smoke grenades. Cloud the air with smoke and allow your allies to push forward into enemy territory without being hindered by bullets or create a diversion to distract enemy foes!
Because the Medic is in the depths of No Man's Land rather often, dodging incoming bullets and artillery, we want them to survive in close combat; by giving them the Winchester Model 1897, Medics can quickly use their dogs to Scout downed allies, smoke the area, dash in an take out any enemy forces before lifting the wounded player onto his shoulders and bringing the soldier to safety.
You are equipped with a box of Medical supplies. Throwing this kit to the ground will cause and Area of Effect that will re-supply a capped amount of Bandages and Health to surrounding players. This will prove incredibly tactical for clutch situations e.g. point capture.
We do hope you enjoyed this early descriptive preview of the Medic class for The Somme. If you have any ideas or suggestions to make this better, don't be afraid to reply to this post or hit up a thread on our forums!
Thank you, Trench Rats, that is all.