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Otherwise i would agree to a condition where if your health regenerates either naturally or by medical items above an amount, then you revive yourself that way; People might actually use medkits in that case. (and again, there's a cooldown on it)
Also not to turn this into a fallout style thing, but what if syringes also reduced the amount of health you gain from syringes each time you use them?
Maybe you have to use the medical syringe which is already into the game :p
http://rust.wikia.com/wiki/Medical_Syringe
But it won't revive you as quickly as you want it to be.
Maybe clan members should use them to revive their members even if it takes some time to fully recover. If they don't have syringes (in their toolbar) they can't heal their members. So clans don't have the advantages of fully reviving players in an instance.
If you would make a syringe which fully revive you in a second. the large medkit would be unnessesary and no more used.
But again maybe clan members have to use a large medkit at their falen members to heal them instead of a syringe.
I think there are different solutions within the game to stabilize the benifits between clan and solo players. But it's the decision of the devs...