Xp for medics etc. - Page 2 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Now with no meat filling for vegetarians!
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 1 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2004-04-27, 12:46 PM   [Ignore Me] #16
Ait'al
Contributor
General
 
Ait'al's Avatar
 


You dont have to worry about most of those problems. Im a dedicated medic and engineer and beleive me the exp will keep me playing like that, especially that i can now go without my weapon and get some exp til i get rexo (since suppressor doesnt exactly bring in the certs.) and it will bring back alot of people who like support over combat even after the xp whors are thankfully gone. It wil be easier to have real medics after theyre gone.

The point of an ams wasnt to be the main stay. It was meant as back up to revive when you needed it even when you have a tower etc not to mention a place to get more ammo in odd places on the feild(which will happen more if you had medics reviving everyone). Its better to revive and heal because your holding a position better and at all times creating a better offensive line(atleast for assaults) and makiing your offense not scatter itself going to and from the spawn tubes constantly back to the battle(If you have those 100 guys and 50 are constantly running to the battle you only really ahve the force of 25 to 50 people). Its priceless and will change battle and combat drastically if reliance on medics becomes a reality. And make overall less stress and need for over abundent resources to take a location and make battles more fun and keep experience for kills up more than likely.IE you wont have to walk back to the location in the stairs etc and leave a temporary whole in your forces everytime someone dies which is much better and will cause less need for as many combatents atleast at one place and maybe cause wider lines and more battles at more locations that may be much feircer and fun.

OR thats what the great hudini predicts. lol

And when did they say they were going to do it and wheres the link.

Last edited by Ait'al; 2004-04-27 at 12:58 PM.
Ait'al is offline  
Reply With Quote
Old 2004-04-27, 10:10 PM   [Ignore Me] #17
scarpas
Captain
 
scarpas's Avatar
 


Originally Posted by Cryptica
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.
there you go, couldnt have said it better
__________________
scarpas is offline  
Reply With Quote
Old 2004-04-28, 12:29 AM   [Ignore Me] #18
KIAsan
First Sergeant
 
KIAsan's Avatar
 


Hopefully, they will add somekind of indicator to show friendlies who the medics are (something that is full time, not just when they pull out their med unit). Other than that, Maybe throw in some additional abilites for Adv medics. As it is now, the ability to rez folks just isn't enough to attrack more players. We have all seen the good ideas, like stim packs and implant activations. If the adv med had that ability, more people would wait to be rezed, just to avoid the delay to their implants.
__________________
KIAsan [BWC]

If it's not nailed down, it's mine. If I can pry it up, it's not nailed down.
KIAsan is offline  
Reply With Quote
Old 2004-04-28, 04:06 AM   [Ignore Me] #19
oddfish
Colonel
 
oddfish's Avatar
 


i like anything that will increase the number of dedicated medics on the Battlefield. it get's frustrating as hell to sit on the stairs of a tower with a third of your health and armor left because some HA noob charged in and sprayed everyone five seconds after they picked a fav from the equip terminals. now, if you're on those same stairs with two Adv. Meds around jumping from person to person doing his Jesus thing, well, then, i think the situation is looking much brighter, right? Right. We need to have more medics on the battlefield.

Now, i don't think pouring XP into a Medics pants for healing someone is a good idea. I think the idea of 1xp per every 10 pts healed is a good plan, thank you Cryptica. This way one in every three guys won't be adv. med which is cheesy as all hell. BUT, at least one in ever seven guys will be adv. med. Unlike now where you've got to scour the fucking MAP to find one.

Also, another problem is sometimes you get a guy with Medical who just got it to heal himself not others. Now, if he got experience ONLY by healing others, he'd probably be more interested in that facet of medical training, now woulnd't he? Hooray. ALSO we may not have to cram one or two med kits into our inventory and be able to replace them with ammo if we had more medics on the battlefield. That would certainly be a plus.
__________________
Oddfish
- The wind beneath your wings


My Blog
[20:19] <Phobos> oddfish: Glad to see you, now help me move this dead body.
oddfish is offline  
Reply With Quote
Old 2004-04-28, 09:56 AM   [Ignore Me] #20
Real Mulambo
Corporal
 
Real Mulambo's Avatar
 


What about a medic rating.

ER MR CR BR

The exp for medics and engs could be channelled into medic ratings and engineer ratings.

The higher the MR/ER the faster they can rez people/repair things.

Maybe add a few other perks for each grading of ER/MR like the CR ratings.

Last edited by Real Mulambo; 2004-04-28 at 10:46 AM.
Real Mulambo is offline  
Reply With Quote
Old 2004-04-28, 10:51 AM   [Ignore Me] #21
drsomewhere
First Sergeant
 


I think i hospice point (ever play firearms?) would be good. This way there is a place in the field where people can go to get healed and have a medic stationed. Also, more incentive to become adv. medic would possible make the healing time faster. I cant remember the rates off-hand but maybe the adv. medic could heal twice as fast, etc.
__________________


= Crack addict
drsomewhere is offline  
Reply With Quote
Old 2004-04-28, 11:29 AM   [Ignore Me] #22
Dharkbayne
Lieutenant General
 
Dharkbayne's Avatar
 


AMS should regen inside bubble, maybe 1hp/s
__________________
[Sig removed by forums changing color. Ph34r the design change.]

+200 Cool Pts
Dharkbayne is offline  
Reply With Quote
Old 2004-04-28, 12:59 PM   [Ignore Me] #23
Lartnev
Contributor
Brigadier General
 
Lartnev's Avatar
 


Originally Posted by Dharkbayne
AMS should regen inside bubble, maybe 1hp/s
Just buy medpacks from the terminal, a lot faster.
Lartnev is offline  
Reply With Quote
Old 2004-04-28, 04:03 PM   [Ignore Me] #24
Dharkbayne
Lieutenant General
 
Dharkbayne's Avatar
 


I do. But I'm lazy.
__________________
[Sig removed by forums changing color. Ph34r the design change.]

+200 Cool Pts
Dharkbayne is offline  
Reply With Quote
Old 2004-04-28, 09:37 PM   [Ignore Me] #25
jsloan31
Sergeant Major
 
Misc Info


there already is a indicator for where a advanced medic is. it appears on your minimap as a little flashing gold cross if you're dead.

but, i think it only works if said medic has the applicator out, and who runs around with a applicator out all the time?
__________________
jsloan31 is offline  
Reply With Quote
Old 2004-04-29, 06:32 PM   [Ignore Me] #26
TheRegurgitator
Major
 


it should be, healing people takes off greif, then you can earn experience after all grief is depleted. Say 15 health points per 3 greif
__________________
TheRegurgitator is offline  
Reply With Quote
Old 2004-04-29, 06:45 PM   [Ignore Me] #27
Lartnev
Contributor
Brigadier General
 
Lartnev's Avatar
 


Originally Posted by Pattywick
it should be, healing people takes off greif, then you can earn experience after all grief is depleted. Say 15 health points per 3 greif
Whilst I like the idea, you just know it's gonna be abused.
Lartnev is offline  
Reply With Quote
Old 2004-04-29, 06:53 PM   [Ignore Me] #28
TheRegurgitator
Major
 


eh how? The ratio for kill to heal would be gaining more greif for damage than losing it for healing, i think
__________________
TheRegurgitator is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 1 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:13 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.