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Poll

Do you like this suggestion?

Yes!
- 34 (36.2%)
With some changes but yes
- 22 (23.4%)
I don't know
- 7 (7.4%)
It does not sound so good
- 7 (7.4%)
No!
- 24 (25.5%)

Total Members Voted: 94


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Author Topic: Combat medic - long range healing!  (Read 27541 times)

Nice_Boat

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Re: Combat medic - long range healing!
« Reply #60 on: May 19, 2010, 02:18:45 am »

Sius - why do you insist on a solution that's out of the ass ridiculous (I mean the idea of healing someone by shooting him is, well, questionable) while there's something better already out there, ie. smoke grenades? Yeah, they'd be hard to implement (would require both "forced fire" and some new graphics), but that's a solution to tending to your wounded that doesn't have RIDICULOUS written all over it. Anyway - the problem with combat medicine is the fact that, well, weapons kill. 9 out of 10 situations you won't stay wounded long enough for someone to even notice before you get finished off.
Re: Combat medic - long range healing!
« Reply #61 on: May 19, 2010, 02:29:28 am »

Goddamnit !

"You need to carefully inject stimpack" - WTH? Do you inject normal stim carefully? With 2 AP action?

I think this idea will be very usefull for PvE docs, and somewhat usefull for PvP docs.
End this bullshit with "healing potionz and protecion spellz" - for the same reason we should classify plasma rifle as a "fire bolt" and plasma granede as a "fireball".

Anyway long range healing is not ridiciouolus = it's high demand and very useful thing in other MMO's, so i don't see reason for not implementing this (at least for time-being, it's beta test for God's sake)
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Re: Combat medic - long range healing!
« Reply #62 on: May 19, 2010, 08:12:40 am »

Altering the way a gun is used and trying to create a whole new method of using the needler sounds like a alot of wasted work just so we can shoot stims from long distances.I just dont see the point of this when your likely to die while waiting for a medic to get to you in time.It makes more sense to me if you just pop some stims on your own.Id rather see changes made to the way characters are created, points distributed, skills are raised.We have other threads on this forum that discuss ideas about balancing all combat classes and allowing many types of characters to patricipate and have the same chance as everyone else in combat.If the devs asked tomorrow about what we would want to see happen next i wouldnt even consider this over any number of things that could be done to improve fonline.Medics definatley belong in combat but not like this.
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Sius

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Re: Combat medic - long range healing!
« Reply #63 on: May 19, 2010, 09:36:09 am »

2 Nice_Boat: First I like that idea and imho it fits Fallout as it is. Its just personal taste so once again try to ignore "ridiculous" element of this idea and focus on how it can improve the game.

2 Tyler: I agree that there are more serious issues that need fixing. But implementing this one is rather easy and quick my friend. When you take a look at "work required vs outcome" rate then it seems like one of the most productive suggestions I've seen so far. All we need at this point is to add new ammo type to doctors craftlist. And then set some basic skill/profession restrictions for using this ammo with needler pistol. Seems like not so hard work to me...

Anyway since I was not able to find ANY cons other than "ridiculous/not realistic" and similar, in this case irrelevant "arguments", I will try to show you why do I keep defending this if you have not noticed already:

Cons
- require some work to implement it such as everything (but still its nothing what should take months)

Pros
+ new element in combat (in both PvP and PvE)
+ fights will be longer and more tactical
+ add meaning to doc profession (doc=crafter not medic now) => diversion
+ potential to use it in other similar ways (poison darts, paralyzing shots etc...)


When you take a look at combat, then it can serve as a countermeasure against imho overpowered instakills. When you get instantly drained your hp to 0, then you are for 99.9% dead man. This could serve as a defense against that combat mechanism. It can be used in various ways with medic in second lines or at corners, making healer dangerous opponent. So no longer just range wars with whoever shoots first wins. People will be forced to come up with new tactics how to outsmart enemy and even outnumbered group will be able to prevail with decent cooperation etc... When it comes to PvE, then it will be most likely used only by "average players" since there is not much PvE yet but it can offer much more in future.
« Last Edit: May 19, 2010, 09:44:06 am by Sius »
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Re: Combat medic - long range healing!
« Reply #64 on: May 19, 2010, 09:43:56 am »

^ I see only multiloged bots that heal powerbuilds or paralizing trolls.
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Sius

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Re: Combat medic - long range healing!
« Reply #65 on: May 19, 2010, 09:55:17 am »

^ I see only multiloged bots that heal powerbuilds or paralizing trolls.

I see multiloged snipers/BG bots that camp entrance or suicide bombing trolls... Come on people, really?

So far only constructive criticism I've seen in this thread is from Imprezobus at page one. Rest of you here just spams how ridiculous it sounds without even thinking it through. You've just stopped reading at "Make Needler Pistol capable of shooting stimpacks!" and then puked out some wannabe arguments how to trash it...

If there is something ridiculous in this thread then its the fact, that you were able to spam 4 pages with nothing but shitposts and wannabe arguments. Constructive criticism R.I.P.
« Last Edit: May 19, 2010, 09:57:20 am by Sius »
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Nice_Boat

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Re: Combat medic - long range healing!
« Reply #66 on: May 19, 2010, 12:01:12 pm »

Sius - let's say your idea somehow fits the Fallout setting and talk balance. You do realise that combat quite often stagnates into 2 groups hugging the wall with 1 or 2 guys moving from behind cover and shooting from time to time, right? So imagine a new kind of powerbuild - IN 10 "doc" fighter. Yeah, he's going to be low on SPECIAL (nothing buffout and mentats wouldn't solve), but he's going to virtually run on god mode in such a situation. Even worse, I remember some IN 7 guys tagging doc as their profession at one point or another because of their high doc/fa they'd take anyway. I don't really think that this game needs more Terminatoresque shenanigans somewhat akin to the police station scene, wouldn't you agree? I mean with long distance killing you could have people taking so much damage they'd die from solid tissue loss, lol. That's why I think that helping instakilled guys requires something like smoke grenades to deal with - because they simply provide a disruption in combat and allow both sides to actually maneuver more instead of commiting them to gamey duels that don't really solve the fight.
Re: Combat medic - long range healing!
« Reply #67 on: May 19, 2010, 02:23:25 pm »

do you generate a fountain of blood if you pierce yourself with a thin needle?

this is a "dart" more or less, in order to poke a hole through the thick skin of a wild beast, or to be able to hit and stick in, the needle would have to be fairly biggish for needle size, what would be a better use, would be a melee range type weapon, which you could have hold a few "mini stims" which would act like bullets more or less, but the medic would still need to be in close range to use this "gun", and it would show the same animation as using a stim would, but it'd basicly be a healing tool for teams, but since the amount per shot as less, you could make around 20 stim bullets for around the cost of 5-10 stims, and since stimpacks cant be used on another person, or at least since the last time i tried, this would make it basicly like a injection tool for drugs, rather than a dart gun, thus removing some of the problems with the "long range" healing system, now the only problem is explaining why they won't let you shot people with jet in NCR? well the answer to that is simple, and its probally the same one the devs won't let us have gauss rifles as craftable items.

so that really is a matter for the devs to deal with if they chose to use this type of thing at any given time.



and i last time i checked pointing out flaws -was- something to say, and i implied that the size of the needle needed would be larger than a normal stim, since it'd be made like a "bullet" rather than to just give a less forceful and carefully aimed shot to the arm for cure whatevers wrong with you. since the force of the thing hitting you could snap the needle if it was to thin. also, if you looked at the little joke i made, you would have noticed i said he shot him in the big vein in his neck with something the size of a dart. that is why it made such a mess.

cheers.

*edit*
End this bullshit with "healing potionz and protecion spellz" - for the same reason we should classify plasma rifle as a "fire bolt" and plasma granede as a "fireball".

and its lightning bolt!

-Ulrek-
« Last Edit: May 19, 2010, 02:32:39 pm by Ulrek »
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FischiPiSti

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Re: Combat medic - long range healing!
« Reply #68 on: May 19, 2010, 07:58:48 pm »

No its not, what boat commented last time, THATS constructive, argueing about needle size, is not.

@Boat:
This is what balance is for. I dont think it would be OP tho, IF done right. In a 2v2 fight where the doc is behind a wall healing his mate, he isnt doing any damage at all. The one thats taking all the damage(the Terminator) is taking serious punishment, and wont last long. If the system is working currectly, the doc wont have higher HPS, then an average fighters DPS.
If this way of healing would be affected by int/doc/fa skills somehow, then only a pure doc could heal just as much as a fighter would do damage. "Hybrid" fighters with tagged healing skills+1 combat skill would need to choose between healing or doing damage, and because they lack skillpoints(which they spent in combat skills) they need to do damage because in the long run, the low heals means certain death for his mate.
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions

Archaeon_dude

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Re: Combat medic - long range healing!
« Reply #69 on: May 19, 2010, 11:45:14 pm »

OKAY DUDE I'M TOTALLY SORRY I'M A DUMBASS. It was my moment to shine as dumbass, and I did great.

 (: Huh, yeah. It sez it was used for scientific field studies. If we're some realism bastards... we'll get all philosophical on how a stim works and what is the required dose for what index of regeneration. That will be a HUGE argument. In the end, it very well might be implemented. Yet the stim bullet would have a much smaller dose than a hypodermic full of the shit. I propose as a middle ground that there be a drug bullet, with something like the stuff Starcraft marines used to do: something that augments combat proficiency and (in this particular case) a temporary hitpoint rise or a bit more of damage resistance.

I think an important matter emerges from this subject. Will we keep the classic hitpoint progression from Fallout? If we're gonna convert this shit into a paradigm of "realism", we might be forced into admitting that more experienced people might be better marksmen, thieves, medics, or whatever. But they all bleed relatively the same. This digression is just provisional, but you may hit wherever you like.
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Didn't, got killed.
Re: Combat medic - long range healing!
« Reply #70 on: May 20, 2010, 03:01:34 pm »

No its not, what boat commented last time, THATS constructive, argueing about needle size, is not.

debating about how the size of the needle of the healing "dart" does have a point, but also, this is a suggestions topic, people have the right to voice their thoughts on it, as long as they do so in a manner that is at least some what polite.

OKAY DUDE I'M TOTALLY SORRY I'M A DUMBASS. It was my moment to shine as dumbass, and I did great.

 (: Huh, yeah. It sez it was used for scientific field studies. If we're some realism bastards... we'll get all philosophical on how a stim works and what is the required dose for what index of regeneration. That will be a HUGE argument. In the end, it very well might be implemented. Yet the stim bullet would have a much smaller dose than a hypodermic full of the shit. I propose as a middle ground that there be a drug bullet, with something like the stuff Starcraft marines used to do: something that augments combat proficiency and (in this particular case) a temporary hitpoint rise or a bit more of damage resistance.

I think an important matter emerges from this subject. Will we keep the classic hitpoint progression from Fallout? If we're gonna convert this shit into a paradigm of "realism", we might be forced into admitting that more experienced people might be better marksmen, thieves, medics, or whatever. But they all bleed relatively the same. This digression is just provisional, but you may hit wherever you like.

"scientific field studies" normally means tracking down wild life and shooting them with darts, and in the story line before the bombs dropped in fallout, the thing was probally used to shoot bears in the arse and knock them out, or maybe even shoot knock out darts in to people, but thats "studies" that full use on the battlefield.

as for the big scarey "realism" thing.. fallout is based at least slightly on how things work in real life, i am still stunned to this day one i hear how people just run around like chickens with their heads cut off one they hear the word "realism" heh. but to the point, like i said before, if a version of the needler was turned in to a "injection gun" type device that used stim cells, that could work, but i don't think even game devs would go to far off from semi realistic game play. even they know there are a few lines that you shouldnt cross one you're trying to make a game with semi realistic game play.

as for the "healing dart gun" idea, if the devs ever -did- take to liking the idea, i'd say that it should not be based on doc skill at all, it should be based on small guns, since you're basicly a healing sniper, with the amount of aimed shots you'd be making, basing it off the doc skill makes no sense, since even if you're trying to put a knock out dart in to a bear, or a healing dart in to a person, you still need a good aim.

anyway.

cheers.

-Ulrek-
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Re: Combat medic - long range healing!
« Reply #71 on: May 21, 2010, 07:13:35 am »

This is stupid idea, imagine when u have a biggun tanker , took spycho with him , then come to battle with 2-3 those kind of medic long-ranger  , he is immortan for sure , cuz he will be healed after each shot ! lol . And i know this is the popose for this kind of  long-ranger medic :">
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Sius

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Re: Combat medic - long range healing!
« Reply #72 on: May 21, 2010, 09:55:24 am »

This is stupid idea, imagine when u have a biggun tanker , took spycho with him , then come to battle with 2-3 those kind of medic long-ranger  , he is immortan for sure , cuz he will be healed after each shot ! lol . And i know this is the popose for this kind of  long-ranger medic :">

And because you bring 3 healers and 1 BG you will loose all other firepower and 1 sniper who sneaks from behind can kill healers easily and BG can do nothing about it.

Its all about balance and maybe those cooldowns etc. But eventually this can bring shitload of fun and new tactical options to combat.
Re: Combat medic - long range healing!
« Reply #73 on: May 21, 2010, 05:32:58 pm »

And because you bring 3 healers and 1 BG you will loose all other firepower and 1 sniper who sneaks from behind can kill healers easily and BG can do nothing about it.

Its all about balance and maybe those cooldowns etc. But eventually this can bring shitload of fun and new tactical options to combat.

thats only if the "healers" even act like some kind of battlefield medic like in some of the teamwork based games like team fortress or maybe WoWC.

really if they call had scoped hunting rifles/sniper rifles and at least some points in small gun, they could double as a support/sniper, and by the time one of the medics went down the other two would be shooting the crap out of the enemy sniper, and than go back to healing their minigunner.

-Ulrek-
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vilaz

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Re: Combat medic - long range healing!
« Reply #74 on: May 21, 2010, 06:02:31 pm »

I need some time to read all this stuff but first thing first. I really needed to do this from a w few days! :>

Combat medic - long range healing!

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