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Syrus NotD:SO Dev Team

Joined: 14 Jan 2007 Posts: 1008 Location: Croatia
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Posted: Tue Oct 20, 2009 11:33 pm Post subject: Medic |
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A medic, what to say, he heals heals and heals...
Idea is to give him some stuff that will enable him to be more of a combat type IF he chooses to do so
I'am listening! _________________ M.E.R.C. Syrus
Heed my call fluffies! |
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Expa Second Lieutenant


Joined: 24 Aug 2008 Posts: 185
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Posted: Wed Oct 21, 2009 12:12 pm Post subject: |
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Either allow him to become more like grunt, cuz in reality marine medic will have access to same equipment as other squad members or allow him to use some chem/bio weapons, such as acid cloud, virus zombie control (provides him minion) and finally - antidote! Which can convert zombie or marine with ow + av (as if he got virus in his wound) back to normal. Converted zombie dies thou (Who need some civ running around anyway? We already have Ray -_-)
Speaking serious, i can't think about med boost for now He can't use rpg and such and other variants seems a little unrealistic |
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LukeJ Private First Class

Joined: 27 Aug 2009 Posts: 7
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Posted: Sat Oct 24, 2009 1:32 pm Post subject: |
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Well, I could think of million ways to add to medic, but they would mean new ailments would have to appear and such stuff, which would probably lead to overpowering him.
One sensible suggestion I can think of is some sort of heal over time ability. Kind of a buff, it lasts for a while and heals the marine. The difference from his normal heal skill is that he can do other things while this buff is active on friendly marine. |
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Expa Second Lieutenant


Joined: 24 Aug 2008 Posts: 185
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Posted: Sat Oct 24, 2009 2:17 pm Post subject: |
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| Have you ever used Blood Transfusion skill? You use it, then you do million other things like aving, owing, mending, shouting and running, while person you use it on heals over time. Or you want to be able buff marine regeneration rate for some time? I don't think it worth it. Better implement regeneration module, that can be attached to combat suit and regenerate marine + shorter duration of ailments. This can be very useful in no med games. |
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Syrus NotD:SO Dev Team

Joined: 14 Jan 2007 Posts: 1008 Location: Croatia
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Posted: Sat Oct 24, 2009 2:52 pm Post subject: |
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Good idea ;) _________________ M.E.R.C. Syrus
Heed my call fluffies! |
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Expa Second Lieutenant


Joined: 24 Aug 2008 Posts: 185
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Posted: Sat Oct 24, 2009 3:17 pm Post subject: |
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| If we truly want to make all classes "even", suit upgrades, that can in some way replace missing classes possibly may be our solution. Say, to replace marx you may use scope module, for engi you may use mana regen module, hp regen for med, flare pistol for con and etc. Point is - you will never achieve that class full power in it's field of operation, but it's better then nothing. And it will allow us to play with any combination of classes, which is fun. |
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LukeJ Private First Class

Joined: 27 Aug 2009 Posts: 7
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Posted: Sun Nov 01, 2009 11:39 am Post subject: |
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Yea, I expressed myself badly. Blood Transfusion gives large amount of HP in rather short period of time, I was thinking of an ability that lasts longer and heals with small "ticks". Also I thought it might be usable as a prevention, for example you could use it on tanking bat.
BTW these suit modules are a really good idea IMO. |
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