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View Full Version : Improvements to the medic skill


Doppler
2003-05-24, 12:27 AM
A few things i whould like to see given to level 2 medics to make them more usefull/versatile and funt o play.

1) A hospice field affect, level two medic now slowly heals everyone around them within a given radius, the catch is they now have a little red floating cross icon above their heads both identifying them to friendlies and enemies alike.

2) The ability to restore stamina, now granted you probly shouldnt be able to do this to yourself because of balance issues but i see no reason not being able to do it to others.

3. The ability to "pad" someones health up, i.e boost their health and stamina up to say 150 and have it decrease at a slow but steady rate back to 100 basicly performance enhancing nanno drugs.

1024
2003-05-24, 12:37 AM
i think the idea in 1 abnout the floating thing, which i thought up in another thread before this, would just make them better targets for enemies, but i think it should go only for friendlies, and noone pull that realistic crap on me for this, i mean c'mon, theres fricken laserz :D


As for 2, i think its a reasonable idea, whereas medics are rarely used from waht i've see nas compared to engies. The medics need something that would make them batter and more useful.

And 3: Im not sure abotu this, but if it does happen, it should be used as a seperate pistol-slot weapon, to prevent too much ability in one object.

EDIT: i know my spelling/grammar/everything-related-to-proper-english-crap is horrible. Too bad.

Doppler
2003-05-24, 12:46 AM
Was thinking all this could be handled by one twoo as opposed to the standard med tool. Pad Hp's other, pad HP's self, restore stamina, and finnaly hospice, 4 functions just like the ACe.

1024
2003-05-24, 01:03 AM
i think the hospice should work only if you have medic-type-ammo ( the kind used for the healing devices ) and should drain your ammo slowly for all the health gained by people in the hospice AOE

Incompetent
2003-05-24, 03:01 AM
I think all they need to do is make it so medics/engies can heal while moving, 1 could work as long as additional medics do NOT increase the rate of healing and is used in conjunction with 1024s suggestion about leeching ammo, and should require you to set your med app to a third mode and have it out. 2, i just don't see that being used enough to matter and 3 is a bad idea imho.

Incubus
2003-05-24, 04:52 AM
Originally posted by Incompetent
I think all they need to do is make it so medics/engies can heal while moving.

A-Fookin-Men

KaRtToOn
2003-05-24, 10:13 AM
Mmmm, I really don't want this game to turn into the likes of EQ where everyone spends like 30 minutes before a fight buffing up :P So I don't agree with the 150 hp thing. Everything else sounds good though. I don't think regaining stam would be to much a issue for balance. Make it a weapon slot item and they'd have to spend 5 cert's to get it anyway.