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.

Report article RSS Feed The Somme - Class Breakdown - Medic

The Somme - Class Breakdown, found out what's in store for the Medic!

Posted by Ch°an on Dec 1st, 2012

The Somme - WWI FPS

The Somme - Medic Class Breakdown

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.

General Info: Soldier Wounded and Friendly Lift System

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.

Special Ability: Dogs

"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.

Field Gain Weapon: Smoke Grenade

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!

Primary Weapon: Winchester Model 1897

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.

Secondary Weapon: Throw-able Medkit

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.

TopHat Game Studios has a community forum, if you have any questions about The Somme or want to catch live feedback for the game and our studio. Please use the following contact links. 

Click HERE to visit our forums. Sign up and start talking about The Somme!
Post comment Comments
to-der-trenches Dec 2 2012, 3:55am says:

Ha i am glade we stuck with the dogs!

+7 votes     reply to comment
Edrahil Dec 2 2012, 5:26am says: Online

Really nice!! I think the dogs will make an interesting addition

+8 votes     reply to comment
GriffinZ Dec 2 2012, 5:39am says:

Well this is the reason I wondered why the medkit wouldn't have a red cross. Now it's just a brown bag laying in the brown mud of Paschendale. If you throw it as a BF style medpack you may want to point out it actually is a medpack.

+4 votes     reply to comment
Ch°an Dec 2 2012, 5:45am replied:

The Red Cross is on the back of the Medkit, if you notice the renders are only from the front! But we do have an internal effect that will allow players to make a quick analysis that it is a Medical Kit. :)

+4 votes     reply to comment
Rus[T] Dec 2 2012, 7:51am says:

Those dogs sound awsome, gimme one!

+5 votes     reply to comment
fallingbrickwork Dec 2 2012, 10:41am says:

Yes, I really like the sound of the dogs, interesting indeed!

+5 votes     reply to comment
nikolas5243 Dec 2 2012, 11:20am says:

dogs, lol

+4 votes     reply to comment
LordIheanacho Dec 2 2012, 12:37pm says:

Who let the dogs out.

+2 votes     reply to comment
plyuto518 Dec 2 2012, 1:21pm says:


+3 votes     reply to comment
MrGamerTrainer Dec 2 2012, 2:48pm says:

Will the medics have a Red Cross on their helmet or on their arm (As it was historically) so players can spot a medic? and possibly stay around him, and specifically see them when wounded so they know where they are (THis will mean that the medics wouldn't have to be highlighted, thus giving the game a futuristic look)

+3 votes     reply to comment
Ch°an Dec 2 2012, 2:53pm replied:

It wasn't so common that they had the cross on their Helmets in World War One, however it is on their arm in The Somme and the red cross is very profound.

In-fact, because you asked, we will whip up a render of what a Medic will look like, just for you! :)

+3 votes     reply to comment
MrGamerTrainer Dec 2 2012, 3:11pm replied:

This is why I love you guys <3

+2 votes     reply to comment
Mr.Nuke Dec 2 2012, 10:29pm says:

Though in real life, a doctors main tools were a saw, and opium

+2 votes     reply to comment
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