Other > Closed suggestions

Combat medic - long range healing!

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Izual:
I want tactics, and long range healing is the opposite of a tactical feature.

Ulrek:

--- Quote from: Sius on May 30, 2010, 04:01:26 pm ---If you ever want to have decent PvE, healer is the elemental part of it. Even tho in "dungeons" it would be possible to heal at close range, but still long range healing could be useful in various situations even in dungeons and when we talk about open world PvE then its completely different case, where once again long range healing has its part. And as for the PvP, well possibilities are endless. The main goal of this idea is to make medics useful and viable role to play in combat because right now medics have no other purpose than supply others with drugs. But with this, they could have their spot in every battle no matter if its PvE or PvP.

Besides even if there wouldn't be any reason at all to introduce this but devs would still do it, whats the harm? Will the game be ruined by it so it will become unplayable and players will start to flee in hundreds? What reason other than "it does not fit in" (which I don't really understand why) is there so you are so strongly against it?

--- End quote ---

to reply to the first part of this, in PvE you don't really need a long ranged healer, since if you shoot some one with a big old needler round, you might very well mistakenly miss the spot you are aiming for and kill them, -that- would be "fallouty" i think heh, but i think you know what i mean, as for it making PvE "decent" i really cant see how it would really make it all that better, you'll still fight the same monsters in hordes, and if you live you live, and if you mess up you die, what would make PvE better would be adding more places with powerful mobs or other lasting hunting grounds like Sierra. also, yes, you can use medics for real combat medic duty, if a team mate dies and runs back with a new load of gear, you're medic can First aid him and get him back in the fight without a waste of drugs to heal him, at least for gangs that don't use fast-log alts.

to reply to the second part, the "harm" it would do is not really the problem here, its that it just doesnt sit right with people who don't like getting shot by their enemys, let alone their team medic. no people won't leave in massed waves, but some hardcore fans, and probally some GMs won't like it, as we've seen some of them on this topic saying it doesnt quite sit well with them.


--- Quote from: Sius on May 30, 2010, 09:51:02 am ---There are way more critical errors in logic/realism in FOnline than the gun that works as the original description sais might be.

--- End quote ---
you're right about that, but we're talking about this right now.


--- Quote from: Sius on May 30, 2010, 04:01:26 pm ---FOnline does not equal to Fallout. It never did and it never will just because that "little" fact its MMO. And tell me will introducing long range healing be such an invasion into FOnline roots so it will start becoming another generic MMO?

--- End quote ---

 it probally won't make it just another MMOG, but i don't think thats really the problem here, but also i think people who say that we should have some form of ranged healing due to the fact that other online games have them, is flawed in away, since FOnline is not built like a pure MMOG, its more like a custom and "upgraded" in some ways massive multi player online mod for fallout2, and thus, i think people who play it, play it to play a MMOG, thats close to the game they love, but is single player only unless heavily modded. as for logic and realism problems with stuff already in Fallout/FOnline, to me its quite simple, those things stay since they were part of Fallout, and most of them are kept due to them being already in the game, and widely known to the players as part of the "lore" of Fallout, what you're talking about is adding in a new thing, which you have done a poor job at selling to the player base in some areas.


--- Quote from: Surf Solar on May 30, 2010, 03:28:26 pm ---Don't be an asshole. You might not have noticed this, but there are still people actually caring about keeping FOnline and it's "Roots" special and not becoming a generic MMO as we find it everywhere these days.
And that's where my following question comes from:

Do we really NEED that Long Range Healing?

I am not even talking about this needler-stimpak stuff, I am more talking about having a long range healer itself. For what?
Just because "every other MMO has longe range healing"? There already is a way for combat medics, and as far as I can see barely no one is complaining about how medics behave in fights. It's actually "realistic" the way it is at the moment. Why then change it with magic potions flying through the air and instantly healing someone?

--- End quote ---

as to commenting on this bit of text, theres no need to delete posts quite yet, i was a bit of a drama queen one i said that myself and others would likely leave FOnline, and i think he was just annoyed for that, i'll try to stay on topic more.

as for needing long range healing and it turning FOnline in to a random low quality MMOG, its not really about that, since if the devs really did add in "healing darts", than they'd be weaker than a normal stim pack, which it takes a few of to heal some one, thus, unless you want to make the stim darts stupidly powerful, healing 50+ damage per shot, than i do find a flaw here that others did not point out.

if these "darts" really are smaller than a normal stim, as far as "feel good juice" goes, than they'd be weaker, and you'd have to use quite a few of them to heal some one with higher HP, which basicly brings its level of usefulness down quite a bit, since unless you're trying to heal the guy to keep him from dying in turn based mode, which could still likely kill the guy you're trying to heal, since darts going in and healing perfectly every time -is- quite "un-fallouty" to me. so it'd probally be easier to just make first aid work with a "combat medic" perk that allows a faster cool down timer for your doc and FA skills. and allow healing in combat mode for turn based etc, if its really that needed, which i don't think it is.

and to sum it up, the arguement i'm putting out here, is that they'd be to weak to be hugely useful.

cheers.

-Ulrek-

Dakhanavar:
As it stands you almost can't heal anyone at all in combat. You can't use either healing skill in turn-based mode, and real-time combat usually boils down to everyone running around bursting at each other in my experience. Getting someone to stop so you can heal or stim them usually results in you both getting blown away on the spot.

When I look at the way it is now, I really see zero use for the medical skills in a multi-player environment other than for sitting in a town all day to heal people. First aid in PvP is mostly a self-use affair. Why have a medic in your team when you can just insta-restore 100+ hp to yourself?

I'd love to see these abilities branch out and become more functional in combat settings. Medics/Doctors can be so much more than simply stimpack factories.

RavenousRat:

--- Quote from: Dakhanavar on June 05, 2010, 09:14:37 pm ---As it stands you almost can't heal anyone at all in combat. You can't use either healing skill in turn-based mode, and real-time combat usually boils down to everyone running around bursting at each other in my experience. Getting someone to stop so you can heal or stim them usually results in you both getting blown away on the spot.

When I look at the way it is now, I really see zero use for the medical skills in a multi-player environment other than for sitting in a town all day to heal people. First aid in PvP is mostly a self-use affair. Why have a medic in your team when you can just insta-restore 100+ hp to yourself?

I'd love to see these abilities branch out and become more functional in combat settings. Medics/Doctors can be so much more than simply stimpack factories.

--- End quote ---

In original Fallout FA = patch yourself after combat without sleeping/using stims or other chems.
Here FA = healing spell on self to restore HP, but you have CD instead of mana.
In TB you can't use FA, one of devs somewhere said that it'll be possible later, but... I think they shouldn't add it in TB, but remove it in RT while combat mode. So it won't be a combat skill. And of couse the same about doctor, who can fix his hand instantly after it got shot.
Making needler able to heal some HP will be useful then. And make needler itlsef more useful, because someone used it for lvling on mobs, but after nerfing cartriges crafting... ^_^ noone is using needlers anymore.

Solar:

--- Quote ---noone is using needlers anymore.
--- End quote ---

Not true, theres still quite a bit of needler use.

As for the actual topic, I'm afraid I'm in the camp that doesn't love the idea. Not because of any realism gripes, but because I like the thought of people having to get into cover to heal up their party and use their heads to make it work for them.

I understand this is probably very easily said but difficult to do at the moment, but my view is any changes should be towards that direction

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