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Old 2004-04-27, 05:14 AM   [Ignore Me] #1
Ait'al
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Xp for medics etc.


Could they do something simple like give 1/5 or 1/10 the healing amount of xp to medics and people who heal others armors and heal vehicles and base stuff. They would just have to add a simple system to count what it already keeps track of to anyone who uses there healing or repair succesfully on the mode to heal others. Obviously you dont add it to the self repair heal stuff or even to your own vehicles. They could also just have it check any vehicles are not under your own ownership or maybe not a sqaud or platoon members. That little amount of xp would be nice for full time medics. And maybe later a stat for medics on how many revives and points healed like troops have hacks and kills. And a little xp per revive as well. And as a said for CE users who heal base stuff as well. The one or two points of xp per heal wouldnt mean anything for non full time medics etc(unless your a low lv character which could get more people to consider medics like they do resuplying ntus at low lv.) but could mean the world to full time dedicated medics or engineers/combat engineer users aimed at support. And hopefully make it more available and maybe boost its use and allow tactics to sway more around its common use over respawning and zergs.

Last edited by Ait'al; 2004-04-27 at 05:19 AM.
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Old 2004-04-27, 06:02 AM   [Ignore Me] #2
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Support xp is in the works, SmokeJumper hath decreed it thus.
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Old 2004-04-27, 07:50 AM   [Ignore Me] #3
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I am all for anything that makes the ADV medics and CEs more keen to help.

They are a vital resource and can make all the difference but it is a dangerous and thankless task as it is and i think that and exp reward is the least they should get.

Long live the medics and engineers.
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Old 2004-04-27, 08:24 AM   [Ignore Me] #4
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I still think a xp system for healing people will be exploited.
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Old 2004-04-27, 08:39 AM   [Ignore Me] #5
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So? they are going to get that exp either way, who cares if they are br4 or br20? you will able to kill them all the same either way. And I'm sure the exp gained from repairing/healing is miniscule, so someone who gets to br20 would take a long time.
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Old 2004-04-27, 09:21 AM   [Ignore Me] #6
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Giving the medic xp is useless, you have to give the guy waiting xp to encourage him not to release, otherwise your still never gonna rez anyone outside your outfit/platoon.

Even then, your still addressing the symptoms, not the cause.
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Old 2004-04-27, 10:11 AM   [Ignore Me] #7
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So tell me...what is the cause incompetent?
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Old 2004-04-27, 10:47 AM   [Ignore Me] #8
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There is no good reason to wait instead of just waiting to respawn.

If you respawn, you can watch the little numbers count down and know about how long it will take for you to get back into the fight, if you wait, it's impossible to tell when or even if someone is going to try to rez you. So most people just release, because there is no good way to tell if a medic is nearby, sees you, is coming, can reach you, won't get killed in the process, or even gives a shit about rezzing you.
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Old 2004-04-27, 10:56 AM   [Ignore Me] #9
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You bring up a good point incompetent, however think of it this way:

If people get, oh, 1 XP for every 10 health they heal, and we'll say 50XP for fully rez-ing a guy, that's decent enough incentive to inspire more people to cert in Adv. Med. This will, in turn, increase the likelyhood of an adv med being around, which will give people more incentive to stick around and wait that extra five seconds before clicking out. It won't make all the problems go away, but if you don't wait to see if an adv med is around, then you'll never know if one was.
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Old 2004-04-27, 11:05 AM   [Ignore Me] #10
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Right, but you have to give the guy on the ground an incentive not to just release or the xp whores will get frustrated and drop it in a few days and then your exactly where you started. What they really need though is to make rezzing more similar to Wolfenstein, with things like having the death cam snap to nearby medics, quicker rezzes that don't place the medic in as much danger and giving rezzed players enough stamina to move out of the line of fire.

However, effectively allowing medics to communicate with nearby friendly medics and casualties along with allowing rezzes up until the actual spawn (and maybe the ability to pause the spawn bar) would make more difference then any other single factor.
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Old 2004-04-27, 11:27 AM   [Ignore Me] #11
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There is good reason not to respawn if your nearest respawn point is an AMS, your nearest base or tower is an age away and you are in a MAX suit.

Eg. AA MAX supporting a sniper ridge.
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Old 2004-04-27, 11:40 AM   [Ignore Me] #12
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Yes, because we all know that MAXes are so very common on the battlefield.

Eg. AA MAX supporting a sniper ridge.
As for this SPECIFIC example, the AA MAX can be assured of two things. 1.) Chances are he isn't going to get killed without the position being compromised 2.) There are most likely a few advanced medics and engineers nearby. So yeah, obviously he has an excuse to wait a little bit and see, however, that is but one very minor situation. Adv medic has always been useful in certain situations, the problem is that its not worth the certs to hang onto Adv medic instead of picking up ground support or ground transport because of how rarely those situations surface.
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Old 2004-04-27, 11:45 AM   [Ignore Me] #13
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I agree that the ADV med and ADV CE are a bit heavy on the certs and I myself have neither but I would love to see more of them.

Maybe reducing ADV to 1 cert would help instead of 2.
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Old 2004-04-27, 11:51 AM   [Ignore Me] #14
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It would be better to just roll the rezzing ability into regular med, since alot of people pick that up for personal use, and give adv medic some of the fancier stuff they've talked about, like stim packs and forward medical stations.

Personnally, i think it would be pretty damn cool to let adv medics create smaller deployable spawn points (bindable), and allow CEs to create small deployable terminals (with equipment restrictions) to allow a couple of people to throw down quick field fortifications. Obviously they wouldn't give them the cloaking ability of the AMS, but they would still be useful for getting places vehicles can't.
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Old 2004-04-27, 12:31 PM   [Ignore Me] #15
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Incompetent, that's a good point. It would also encourage the multiple AMS attacking a base situation the Devs envisioned. If we give AMSs a more adv terminal and all the small spawn point/terminal deployables (from the adv med and adv eng) a less adv terminal (ie like the one currently on the ams) then we might see attacking forces continue instead of coming to a screeching hault every time the one ams they brought is OS'd.
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