View Full Version : A small way to improve CE's and Adv. Medics
WritheNC
2004-01-08, 09:58 PM
I had an idea to improve CE's and Advanced Medics capabilities so they would be more valued on the field.
Foolishly I posted it on the OF, and of course get no feedback because everyone is too busy bitching about the usual crap.
So here it is:
"Due to their use and expert application of their tools, Advanced Medics and Combat Engineers should be more efficient with their utility devices. CE's that repair a vehicle that is not theirs repair 40 per point instead of 32, and repair 15 armor per point instead of 12 on others.
Advanced Medics heal 15 health per point instead of 10 when healing others.
To prevent the one man army and rambo mentality, you only get the default repair/heal of 12 and 10 if you are doing the corresponding ability on yourself. Also, it makes sense its harder to treat yourself than it is someone else(If you ever get shot in the stomach, try to bend over so you can look through the hole in your body and assess the damage; then try to heal it efficiently)."
CE's basically get a repair efficiency bonus of 20%, and Advanced Medics get an efficiency increase of 50%, since Advanced Medics don't have anything like ACEs to fall back on.
Any unbalancing oversights I've missed?
This is the original thread in case you like discussing on the OF too.
http://boards.station.sony.com/ubb/planetside/Forum8/HTML/031611.html
Vis Armata
2004-01-08, 10:11 PM
I think it would go a long ways toward teamwork, as people with the right certs become even more vital. The increase in efficiency would be similar to the jump that hacking and advanced hacking confers on someone. Is the ability to revive or deploy ACEs + the ability to repair or heal = just five points? I think so, but some people might not.
NoSurrender
2004-01-08, 10:58 PM
i like it.
Rbstr
2004-01-08, 11:18 PM
Gut idee! that would be cool
Fenrys
2004-01-09, 12:00 AM
I don't think tweaking stats is enough. I'd like to see somthing totaly new.
KIAsan
2004-01-09, 02:50 AM
I've got one, how about you get Grief reduced for every point you heal/repair. Obviously not on a one-for-one basis, but maybe 1 grief reduced for 20 heal/repairs.
Krinsath
2004-01-09, 09:18 AM
Boosts to advanced medic:
Soldiers do not turn to backpacks when they go to select a respawn point. Instead, the body remains there and can be revived. When they choose their respawn location, they return to the view of their body and see the timer for the Autorespawn for Sanctuary changed to the timer for the new location. When the timer has expired for them to be respawned is when they turn into a backpack. For clarity's sake, the backpack does not appear until that soldier has spawned somewhere else. This would give the advanced medics out there a chance to actually use their 2 cert ability as they're currently being punished for idiot users who just release as soon as they're killed.
Soldiers killed by enemy fire and revived are a 50XP reward (nothing terribly huge, but something is better than nothing) since PS keeps track of who kills who anyway. This is still open to abuse with the BCI, so there might need to be a mechanism that says you can only get credit for reviving the same soldier once every 2-5 minutes, whatever timer the Devs feels is appropriate (as if someone wanted to get cheap BEP from that system it'd take a long while to get anywhere).
Increase the rate of heals as suggested by the original poster.
If possible, a method for medics to drag bodies out of the line of fire.
Although you normally can't talk when dead, a method of using a voice macro (no text on the screen) of just "Medic!" that's heard in a short distance to draw the medic's attention. While that'd be really cool...there are too many idiots that would just spam that macro when dead.
Boosts for all engineers:
A small XP bonus for repairing MAX suits below 50% of armor (assuming that it was enemy damage...if that can be tracked).
A slightly larger XP bonus for repairing vehicles below 50% that are not their own.
New equipment deployable (i.e. - separate device from ACE) that when set up for 1 minute uninterrupted (i.e. - probably not going to get this in once the battle has started) will deploy a barricade of armor strength just below a lightning tank (2.5 decis to kill...whatever that armor is equal to). It's high enough to absorb most damage, but low enough to allow people to fire over it. Not as protective as the stacks of boxes, but close (Ideally, attackers should be able to vault over them). Should be about the width of a hallway and there should be a good interference range indoors (but not outdoors to create gate barriers...that won't last long to tank/artillery shells, but will slow down infantry). Rifle sized device (maybe the large rifle size). Barricade is repairable.
Boosts for combat engineers:
Faster repair rate on vehicles and MAX armor (which in heavy combat would translate to more XP as they're fixing more).
The mine buffs the devs are discussing on the OF where more can be placed slightly closer together and the gaps in a good minefield are only a few meters wide.
AA turret similar to Spitfire but geared solely towards aircraft (won't shoot infantry or other vehicles but does more damage per shot than spitfire...needs sensors/Interlink to target Reaver/Mosquito but will always fire at Gal/Lib/Lodestar). Call them Mustang turrets (sorry for the bad WWII reference).
Reduce the time to set up the proposed barricade from 1 minute to 30 seconds.
Those are my ideas for improving the various support classes...feel free to critique. :)
I Hate Pants
2004-01-09, 12:44 PM
Not really an improvment. But this might help.
Some people earlier have suggested giving adv. medics a new outfit. Ofcourse this would mean more downloading and possibly a bit of lag.
What if somewhere on an adv. medic's armour they added a red cross? Just so people know who are the medics.
Incompetent
2004-01-09, 12:49 PM
Yeah, lets put little red targets on the adv medics so the enemy knows who to shoot first.
I Hate Pants
2004-01-09, 12:54 PM
:P~ Well you don't have to be a smart ass about it.
Maybe we could make it so that your empire can only see the red cross.
I Hate Pants
2004-01-09, 01:01 PM
Hold on a sec I take that back. YES! Lets make it so every empire can see the red cross on the armour. This will encourage teamwork. Players will need to escort medics through the battlefield so they are able to heal and revive soldiers. You know like body guards or something. They would follow the medic and keep enemies away from him/her.
DOUBLE POST!!!!!!! IM A NAZI!!!!!!!!
WritheNC
2004-01-09, 08:58 PM
Make it so that way only players of your empire see the medic logo on your uniform.
It would be kinda like how you see allied players with green text, and enemies with red.
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