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Old 2012-02-24, 08:37 PM   [Ignore Me] #16
MadKat
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Re: AOE heal, revive


No, no, no. Anything but this. It sounds horrible.
Make it into a quick action response system (as said above) into some surgical or revival thing.
Chance of killing the incapacitated based off accuracy of quick time response. Woo! Anything but trow nade insta rez. -. -
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Old 2012-02-24, 08:37 PM   [Ignore Me] #17
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Re: AOE heal, revive


Originally Posted by MooK View Post
Cooldowns. AoE. Really sounds like some generic MMORPG. I'm not a fan of healing grenades either.

I want my medic to perform surgery during battle, damnit.
Surgery seems like such a crass and outdated thing when you have NANO MACHINES!
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Old 2012-02-24, 08:38 PM   [Ignore Me] #18
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Re: AOE heal, revive


Originally Posted by ThGlump View Post
It doesnt have to be some mage stuff to work in scifi enviroment. Nanites are part of the lore. Lets say that you have some in your armor, and medic can have wireless connection to nearby soldiers, with specialized programs commanding nanintes to heal you. Effect would be just the same as healing aura.
Yeah, but if you're going to pull out that kind of endless conceptual speech, then we simply have to state: Why hasn't someone programmed the nanites to identify when the person is injured and automatically heal them?

Originally Posted by Myomoto View Post
Surgery seems like such a crass and outdated thing when you have NANO MACHINES!
Well, then they should at least be operating some sort of mechanism, instead of magically distributing on a cool-down basis. =p
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Old 2012-02-24, 08:39 PM   [Ignore Me] #19
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Re: AOE heal, revive


Reserving the right to change my mind in beta, but this sounds a bit iffy.
Let's not forget that this is a MASSIVE player combat game. So what if my ranged AoE heal/rez device is on cool down? It's not gonna stop the 50 other medics behind me from using use theirs.
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Old 2012-02-24, 08:39 PM   [Ignore Me] #20
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Re: AOE heal, revive


Originally Posted by MooK View Post
Yeah, but if you're going to pull out that kind of endless conceptual speech, then we simply have to state: Why hasn't someone programmed the nanites to identify when the person is injured and automatically heal them?



Well, then they should at least be operating some sort of mechanism, instead of magically distributing on a cool-down basis. =p
Because the ancient Vanu programmed them to infect the minds of humans to stop them thinking of the idea.
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Old 2012-02-24, 08:39 PM   [Ignore Me] #21
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Re: AOE heal, revive


Originally Posted by Sirisian View Post
Huge fan of these abilities. I wrote a thread about implants similar to these. It's nice to see developers thinking outside of the box for an FPS for once.

Sadly many people are going to misinterpret cool ideas for being too closely linked to their favorite MMORPG and freak out. That's kind of disappointing that people will throw away good ideas because of that. I've seen that a lot in this community where an idea has an implementation in a game they've played and they immediately assume and lock onto that implementation and assume it's identical in Planetside 2.
Im fine with new ideas. I just want 2 things from it:
  • No instant res (BF3 shit style)
  • No super healing (stronger than incoming damage) (tf2 style)
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Old 2012-02-24, 08:41 PM   [Ignore Me] #22
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Re: AOE heal, revive


Originally Posted by ThGlump View Post
  • No instant res (BF3 shit style)
I'm afraid for the sake of pacing devs made the thing instarez, I guess. But don't you forget that medapp thingamajiig will have ammo unlike BF defibs.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-02-24 at 08:48 PM.
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Old 2012-02-24, 08:42 PM   [Ignore Me] #23
Knightwyvern
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Re: AOE heal, revive


Originally Posted by ThGlump View Post
Im fine with new ideas. I just want 2 things from it:
  • No instant res (BF3 shit style)
  • No super healing (stronger than incoming damage) (tf2 style)
Agreed, absolutely.
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Old 2012-02-24, 08:46 PM   [Ignore Me] #24
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Re: AOE heal, revive


Originally Posted by NewSith View Post
I'm afraid for the sake of pacing devs made the thing instarez. But don't you forget that medapp thingamajiig will have ammo unlike BF defibs.
Damn another thing to yell in beta about. This faster pacing could ruin feel of planetside. This is like 5th bad idea so far just for sake of faster gameplay.
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Old 2012-02-24, 08:47 PM   [Ignore Me] #25
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Re: AOE heal, revive


Originally Posted by MooK View Post
Well, then they should at least be operating some sort of mechanism, instead of magically distributing on a cool-down basis. =p
The thing about nano machines is that they're teeny tiny, and they're often capable of self-replication.

Now imagine this: Every medic carries an advanced 'nanite pack' on his back. This device has the ability to send out a 'cloud' of nano machines (an aura surrounding the medic, sort of like a stink cloud), and when friendly troops inhale these nano machines will enter directly into their bloodstream, the ideal place to distribute them throughout the rest of their body so that the nanobots can repair any tissue damage, etc.

Now, the 'nanite pack' contains the materials necessary to make more nanobots after having released its current contents, but it takes time to construct a new set of nanobots to release as another cloud.
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Old 2012-02-24, 08:47 PM   [Ignore Me] #26
Bags
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Re: AOE heal, revive


Depends on the AOE. I imagine it will be a small AOE, only get a few people with it.
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Old 2012-02-24, 08:47 PM   [Ignore Me] #27
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Re: AOE heal, revive


Originally Posted by ThGlump View Post
Damn another thing to yell in beta about. This faster pacing could ruin feel of planetside. This is like 5th bad idea so far just for sake of faster gameplay.
"made, I guess." . I edited my post, it's speculation nothing more.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-02-24, 08:48 PM   [Ignore Me] #28
MooK
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Re: AOE heal, revive


Originally Posted by ThGlump View Post
Damn another thing to yell in beta about. This faster pacing could ruin feel of planetside. This is like 5th bad idea so far just for sake of faster gameplay.
I prefer slower gameplay. Hah! I actually liked that it took time to organize and do things in PlanetSide 1. Oh minority I be.

Originally Posted by Myomoto View Post
The thing about nano machines is that they're teeny tiny, and they're often capable of self-replication.

Now imagine this: Every medic carries an advanced 'nanite pack' on his back. This device has the ability to send out a 'cloud' of nano machines (an aura surrounding the medic, sort of like a stink cloud), and when friendly troops inhale these nano machines will enter directly into their bloodstream, the ideal place to distribute them throughout the rest of their body so that the nanobots can repair any tissue damage, etc.

Now, the 'nanite pack' contains the materials necessary to make more nanobots after having released its current contents, but it takes time to construct a new set of nanobots to release as another cloud.
I'm on board, and you want to know why? Because you explained it using the game mechanic presented, instead of this AoE nonsense terminology. Kudos! (We really just need to start making things seem "realistic" with the story of the game to make some of these ideas work, but they all have to make sense.)
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Last edited by MooK; 2012-02-24 at 08:50 PM.
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Old 2012-02-24, 08:52 PM   [Ignore Me] #29
Myomoto
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Re: AOE heal, revive


Originally Posted by MooK View Post
I'm on board, and you want to know why? Because you explained it using the game mechanic presented, instead of this AoE nonsense terminology. Kudos!
I know, right! SOE should totally hire me!
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Old 2012-02-24, 08:52 PM   [Ignore Me] #30
Sirisian
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Re: AOE heal, revive


Originally Posted by ThGlump View Post
Im fine with new ideas. I just want 2 things from it:
  • No instant res (BF3 shit style)
  • No super healing (stronger than incoming damage) (tf2 style)
Yeah you could have for instance a bar that revives a person over time as long as the medic is alive. Most people will immediately notice this as "cast time" if they've played an MMO. Newbs will immediately think "Only fantasy MMO games can revive people over time!" which obviously is 100% true.
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