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Author Topic: Make First Aid not Magic  (Read 3574 times)

Make First Aid not Magic
« on: September 09, 2010, 05:20:40 pm »

I don't see why I can heal gun wounds with nothing but my bare hands.

I suggest that the amount of HP you can heal without a first aid kid is capped. At something like 10HP. Because digging bullets out with your fingers isn't good medicine, no matter how good a doctor you are.

I suggest that if you don't want to use a stimpak, you need a first aid kit. To counter this, however, basic first aid kits are sold everywhere for about $50 (As is armour and bullets in Badger's new utopia for Southern Gentlemen). And craftable.

I'd say to craft a crappy first aid kit you'd just need a few things:

2x Broc Flower
2x Xander Root
1x Stimpak
1x Rope
1x Knife
1x Flint

All stuff that's readily attainable and affordable.

I realise the PvP dynamic will be changed, but hey, can't make an omelette without removing magic spells from the harsh wasteland.
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Re: Make First Aid not Magic
« Reply #1 on: September 09, 2010, 05:26:20 pm »

Well really it'll be not that strange.
Because have you tried to use FA in Fallout1 (I'm not sure about F2, but I think it works there the same way)?
With max FA skill you'll heal max 4 HP with bare hands.
You will never fail because of high skill.
And you can use up to 3 times per day.
So you can heal 12 HP per day with help of FA, if you using bare hands.

So it'll be good to return FA system from F1 to FOnline, and make FA skill without first aid kit almost useless.
You need a gun and bullets to use SG skill.
You even need a knife to use Melee skill.
Only unarmed skill can be used without items... yes, but it's.. unarmed.
So I think you really need First Aid Kit to use FA properly.
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Re: Make First Aid not Magic
« Reply #2 on: September 09, 2010, 05:33:09 pm »

i think its fine like it is now,. this would only create more work for players,.  this is a game,, some things dont have to be realistic,, like the fact that u respawn when u die.

even with the first aid kit, its still not realistic to heal a bullet wound in 1 second so.. my vote for this is a big NO
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Re: Make First Aid not Magic
« Reply #3 on: September 09, 2010, 05:40:16 pm »

I don't care about realism, I just think the current system dilutes character creation. There's still no real role for medics to play. Anyone can just hit five, click themselves, and boom half your health is back.

I'd also suggest that using a first aid kit massively reduces the first aid timeout to something like 30 seconds. Down to something like 10 seconds if you have a paramedic medkit.
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Doctor Eex

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Re: Make First Aid not Magic
« Reply #4 on: September 09, 2010, 06:07:12 pm »

You wanna medics suck even more...  ::)
Suggestion - you cannot make magic until your skills fa and doc reach some limits or so
« Last Edit: September 09, 2010, 06:09:17 pm by Doctor Eex »
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vilaz

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Re: Make First Aid not Magic
« Reply #5 on: September 09, 2010, 06:17:02 pm »

I have to agree with Badger. That what we have now is just funny. You can run into enemy, burst his ass off, run away, and just like touch of the magic wand heal all wounds! Err... that really does not make any sense to me.

It should look like that

Team with medics > Team with no medics.
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Re: Make First Aid not Magic
« Reply #6 on: September 09, 2010, 06:34:18 pm »

I don't want to make medics suck, I think if you make it a little more difficult to actually be able to heal people, you can then reward medics by giving them much better healing potential/abilities.

It's rewarding specialisation and encouraging character diversity. Something I don't believe we have a lot of.
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Re: Make First Aid not Magic
« Reply #7 on: September 09, 2010, 07:14:50 pm »

Ok keep fa like it is... BUT if you use it you regain health very quickly over time, like rapid poison which removes -2 health every sec you would get +2 health every sec.
So instead of a +50 instantly it would take something like 30-60-120 (just examples) sec for you to gain that health, if you use a medic kit this is removed, and you simply gain the +50 instantly.
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avv

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Re: Make First Aid not Magic
« Reply #8 on: September 10, 2010, 10:33:39 am »

More resources is always a good solution. It has nothing to do with realism that medics need first aid kits by the way, it's common sense just like RavenousRat described: you want something, you must have resources.

And what comes to medics sucking: what medics? Fonline certainly isn't developed so far that we got squad-based pvp where players get to choose differend roles. The way medical attention is provided goes like this: you get hit and there's a chance to fall back, you run behind a corner, wait until combat ends and either use superstim or first aid. Most fighter powerbuilds got first aid anyway.
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Re: Make First Aid not Magic
« Reply #9 on: September 10, 2010, 11:17:48 am »

It would be quite nice if there were more roles in combat.
The first aid kit suggestion wouldn't really work much in this way, because pretty much every proper combat build has side of weapon skill tagged FA and doc...
This would only make FA more unavailable to the newbs.
Even if someway medics got decent usability in combat, there would be loners complaining that it only boosts the power of gangs. Well it's a multiplayer game...
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DonGizmo

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Re: Make First Aid not Magic
« Reply #10 on: September 10, 2010, 12:25:24 pm »

question n.1 do you PvP or not? than we can continue in this discussion
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Solar

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Re: Make First Aid not Magic
« Reply #11 on: September 10, 2010, 03:31:37 pm »

What part of this creates a new medic class?
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Re: Make First Aid not Magic
« Reply #12 on: September 10, 2010, 03:44:26 pm »

Wasn't really my intention. I just wanted to make substantial healing something you'd have to prepare for, in the same way you'd pack a lot of ammo for a gunfight. If the consequence is just that every character now carries a first aid kit, I'd be happy enough with that.

The suggestions I've made in the past about actually creating a medic class, ie. reviving not exploded recently dead players/mercs/slaves with doctor, have all been pretty aggressively shot down. I didn't figure anyone actually wanted a real medic class.
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Crazy

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Re: Make First Aid not Magic
« Reply #13 on: September 10, 2010, 03:59:11 pm »

Wasn't really my intention. I just wanted to make substantial healing something you'd have to prepare for, in the same way you'd pack a lot of ammo for a gunfight. If the consequence is just that every character now carries a first aid kit, I'd be happy enough with that.

Well we already have stimpacks ans super stimack as first aid kit.
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Re: Make First Aid not Magic
« Reply #14 on: September 10, 2010, 04:51:47 pm »

question n.1 do you PvP or not? than we can continue in this discussion
Try to PvP with SG tagged without any gun, or with gun but with 0 ammo.
Yes... it'll be hard to kill someone with ~40-60% unarmed.
But you can use FA with your bare hands.
It really works like magic, just run away with 2 HP, hide behind corner and... oh, now I have full HP.
The same about doc, someone blind me, one magic move with hands, and I'm not blind anymore!
Yes, it consumes your 5 APs, but... if you hide and if he is a sniper and you're burster, I don't think he'll chase you and you can stay behind wall as much as you want.
I think using Doc on yourself should be impossible, or if you're blind you should have great penalty to your doc skill, the same with one or both hands crippled... especially with both hands crippled... probably PE should affect formula, not LK, because it's necessary to see everything and have high reaction and awareness when you using your doc skills, so being blind = 1 PE = very bad.
While FA should heal really low HP with bare hands and always put weakness CD, and with first aid kit it'll heal like it's now.
Also Doc1 prof has only... Healing Powder? It's another FOnline joke, First Aid Kit will be useful for 1st doc prof, also why stims are impossible to craft at doc1? I don't see any reason to have 3/1 prof, where 1 is doc...
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