Medic

 
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Syrus
NotD:SO Dev Team


Joined: 14 Jan 2007
Posts: 1008
Location: Croatia

PostPosted: Tue Oct 20, 2009 11:33 pm    Post subject: Medic Reply with quote

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 Smile

I'am listening!
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Expa
Second Lieutenant
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Joined: 24 Aug 2008
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PostPosted: Wed Oct 21, 2009 12:12 pm    Post subject: Reply with quote

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 Sad (Who need some civ running around anyway? We already have Ray -_-)

Speaking serious, i can't think about med boost for now Sad He can't use rpg and such and other variants seems a little unrealistic
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LukeJ
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Joined: 27 Aug 2009
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PostPosted: Sat Oct 24, 2009 1:32 pm    Post subject: Reply with quote

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
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PostPosted: Sat Oct 24, 2009 2:17 pm    Post subject: Reply with quote

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


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Location: Croatia

PostPosted: Sat Oct 24, 2009 2:52 pm    Post subject: Reply with quote

Good idea ;)
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Expa
Second Lieutenant
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PostPosted: Sat Oct 24, 2009 3:17 pm    Post subject: Reply with quote

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
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PostPosted: Sun Nov 01, 2009 11:39 am    Post subject: Reply with quote

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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