Other > Closed suggestions

Combat medic - long range healing!

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Izual:
Honestly, I love the idea of a needler pistol shooting stimpaks. On the other hand, I hate the idea of a medic healing when he's not right next to the person he heals. So, nope, I'm against this - even if medics are fucked up in the game.

Jack_Fr:
Do you like this suggestion ?
Yes !

In (almost) every mmorpg, there are ranged healers. Those heals are made by a caster summoning a specific spell. That's logical in these games. And to bring the idea of the ranged medic in Fallout, the only one logical way is the needler pistol. That's an excellent idea I think.
I'm very surprised to see as many opposition to it. Ranged healer is a classical and essential thing in mmorpgs. I'm disappointed to discover a such reaction to this logical feature. Because it's really logical, it's unavoidable.
"Each 'bullet' is a small hypodermic designed to inject a target with its contents upon impact.", it means what it means, and it's already in game.

And, just a word about realism and things which sounds or not fallouty.
In the Fallout world, there is a corporation that everyone know. It's Vault Tec. Every fallout player would agree that Vault Tec is a fundamental element of the Fallout story plot. According to the fact that, as players, you agree with existence and sense of Vault Tec as a normal element of the scenario, what element could seem unrealistic to you ? Vault Tec has made the G.E.C.K, the Water Chip, they worked on FEV. Which one of those things is realistic ? None, I guess. But, as fallout players, you just said "that's ok, that's a plot, I like it and I accept it", so now, still as fallout players, you can't claim that you're looking for realism. Realism in Fallout is fucked from the beginning of the whole story. That's just sci-fi : you take a scientific or historic idea, you make it evolve in a future and you have a new world, an imaginary world. And there, only there, the story begins.
So, if the substance which is contained in needler cartridges is changed, that's not a problem for us, we know that's possible in this world.

FischiPiSti:

--- Quote from: Ulrek on May 27, 2010, 03:01:18 pm ---" +1 " ...*and crawls back in to hole*

^,..,^

-Ulrek-

--- End quote ---
"-1" ... *floods the hole with FEV, then: http://www.youtube.com/watch?v=YiTCuw4_Mi0&feature=related*

DrapiChrust:

--- Quote from: Izual on May 27, 2010, 05:51:30 pm ---Honestly, I love the idea of a needler pistol shooting stimpaks. On the other hand, I hate the idea of a medic healing when he's not right next to the person he heals. (..)

--- End quote ---

Exactly
Maybe such 'shooted stimpacks' (only normal stimpacks, injecting drugs this way would REALLY be abused) could have only a certain chance to work, like 40 or 30%? Then they wouldn't be really useful in pvp, but still worth a try from time to time (in this case I just think aloud)

---
Somebody mentioned injected poisons here. THAT is a great idea, not only to widen the small guns pvp usefullness form sniper rifle only, but also as a nice anti-powerbuild tool  :D
Why? Because some kinds of poison shouldn't only do some ridiculously small damage, they can also lower stats for a while (if anyone ever tried Fallout pencil & paper, there is a very nice poison chart out there). Imagine that one can make some needler darts that lower stats for an hour, strenght for example (but not only strenght) A target should have some save throw against that poison (10k, endurance - 1?), but when shot and fail the save throw, a char would loose i.e. 1 strenght, 1 agility, 1 endurance (max -2 for two doses, as it is with any drugs).
That wouldn't hurt average chars too much, but powerbuilds would be screwed. Why? 'Cos most of contemporary powerbuilds are made so they work only when high on tons of drugs, when their stats are maxed out to the limit of what is possible. Even -1 to strenght would be a great pain for such char, as he couldn't use his weapon efficiently for about an hour (most of them meet the weapon strenght requirements when on 2xbuffout). Ordinary 'not crackheads' chars on the opposite, wouldn't find such poison too painfull, as 1 buffout would be enough to surpass the poison penalty.

Nowadays, even the owners of pvp drug powerbuilds moan about those chars, but still use them as they are simply the most efficient ATM. So maybe make them not that efficient? Forcing a certain flexibility when distributing stat points would make the pvp world less 'powerbuilded'. I think that after a while most people will be happy about it.

(Yeah, I know - I wandered a bit off-topic here)

kraskish:
Well I see YES options are prevailing. Anyway, this is a good idea, and Ulrek said the fallout is not about classes, well it is. There are different types and should be equally strong/helpful for the faction/world. Im strongly for making clear divisions between players as it will help/improve combat/gameplay as it is now making the battlefield more varied, leading to new tactics and so on

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