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Author Topic: Making a doctor more useful in combat  (Read 1143 times)

Making a doctor more useful in combat
« on: December 20, 2011, 11:02:04 pm »

I was thinking about my medic build and came up with this idea.

Remember when people used to go around injecting unsuspecting players with drugs while they were knocked out ? If you dont it's because it was a while back.It led to the devs removing our ability to use items on other players. People would go around using jet on others to make your character an addict and mess up your stats.

I was wondering what people would think about re implementing that ability with one exception.Only allowing a player who has been tagged as a follower by you to use drugs on you. I think this would allow teams to help each other during combat. If your injured in combat and your friend has a superstim equipped he can heal you in the heat of battle with ease.

Does anyone else have an opinion on this?
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Re: Making a doctor more useful in combat
« Reply #1 on: December 21, 2011, 12:26:41 am »

Quote
If your injured in combat and your friend has a superstim equipped he can heal you in the heat of battle with ease.

This is already true. Any medical that doesn't cause addiction can be used on another person.

Quote
Only allowing a player who has been tagged as a follower by you to use drugs on you. I think this would allow teams to help each other during combat.

I would never go hunting with another player again! THEY'RE OUT TO GET ME!!!
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Re: Making a doctor more useful in combat
« Reply #2 on: December 21, 2011, 12:36:05 am »

Well i didnt mean only good drugs.
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Crazy

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Re: Making a doctor more useful in combat
« Reply #3 on: December 21, 2011, 01:08:41 am »

Well i didnt mean only good drugs.
Your friend is knocked out and you go make him swallow a buffout instead of healing him? What's the point?
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Re: Making a doctor more useful in combat
« Reply #4 on: December 21, 2011, 01:41:04 am »

No
Not if he's knocked out
Say for instance your jet or psycho runs out and you have no more on you. I could come up to you and dose you with one of mine so you dont have to stop what your doing to pick it up and equip it in combat.
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Gunduz

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Re: Making a doctor more useful in combat
« Reply #5 on: December 21, 2011, 04:59:54 am »

Throwing items at any hex is going to be a possibility soon. It might even be implemented in the obt already, not sure. Being able to throw any non 'throwing' item, (i.e. not a grenade, molotov, etc.) to someone with an open hand slot might be a better solution than allowing the use of drugs on others. If they don't have an item in their active slot, whatever you throw to them becomes the active item. If not, it fills the secondary slot.

Since this would affect weapons as well, throwing weapons at someone with an item in their hand would still do damage, but if their active slot is empty, they could catch it. This could even be cool with grenades and such, where catching it would let you throw the grenade back if it was fast enough, but that might cause some problems for throwing builds.
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Re: Making a doctor more useful in combat
« Reply #6 on: December 21, 2011, 06:52:44 am »

I guess I'll have to wait and see what comes with the next era like everyone else.





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LagMaster

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Re: Making a doctor more useful in combat
« Reply #7 on: December 21, 2011, 08:29:56 am »

i can imagine:

*you where critticaly hit in the right arm for 23 HP and your weapon drop
*Friendy trowed a Light Support Weapon and you got it
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Re: Making a doctor more useful in combat
« Reply #8 on: December 24, 2011, 03:25:37 pm »

"Megatroll used Jet on you. You got addicted!" that's what i fear in this system.


Moths ago, there was also a suggestion about Needler Gun with Stimpak Ammo.

I mean, it's even hinted in Needler Gun description - "shoots empty needles, probably for field chem tests."

Wouldn't be sweet?
You have a guy that is proficient in SmallGuns, deals actual damage and with switching a slot, heal your mates in combat by just shooting them up with chems! (or enemies with Poison)

That's a Combat Medic.

Efficient and lore-friendly combat support the teammates can rely in heat of a battle upon. No XP, of course.

And technically, i think it's not a big deal to make ammo deal negative damage, too.
So please, devs, could you give me a reason against implementing this after wipe?
« Last Edit: December 24, 2011, 03:34:10 pm by Lizard »
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Re: Making a doctor more useful in combat
« Reply #9 on: December 25, 2011, 12:47:36 am »

+1
This suggestion will not make combat medic usefull build but it seems quiet logical that green tagged chars should be able to use anything on you.
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wladimiiir

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Re: Making a doctor more useful in combat
« Reply #10 on: December 25, 2011, 09:19:44 am »

I can imagine nice use of the idea of being able to use drugs on someone who tagged you - to mess up with unwanted tent followers :)
On the other side. There are few people who can be trusted so if you are newbie and you will go hunting with someone, you might tag him, because you want to hunt with him and instead of being killed by his mercs in his tent you will end up as jet addict :(
Re: Making a doctor more useful in combat
« Reply #11 on: December 25, 2011, 08:19:19 pm »

I understand your concerns Lizard and Mike but I think both points are mute in this case. The whole idea is that you can only use drugs on someone who tags you. If I were to come up to you and tag your guy it would mean absolutely nothing as far as this feature is concerned.
As far as a newbie getting tricked well thats just the way it goes sometimes. No one forces you tag another player so it's a matter of living with your decisions, which is what fallout is all about to me.
Now before that last one starts a pointless debate on unfairness to new players Id like to say that I was once one of them too. I had my guy dosed with jet back when you could still do that to people. The good thing about being new is that its easy to start over after you learn a few lessons.

All of this is just a matter of my opinion anyway so feel free to disagree on anything I post. It wont be taken personally
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