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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Badger on January 29, 2010, 07:18:46 pm
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I'd like a cap on how much healing you can do without a First Aid Kit. Maybe 20hp.
Being a medic doesn't require anything but skillpoints, and it takes about 5 seconds to heal yourself. Pretty much every combat character has it, and it's often used mid-fight. This seems a little crazy considering how much healing it can do and how little effort is required.
So to be an effective medic, you need medical supplies. Nothing too expensive, maybe just $50-100 for a basic first aid kit. The more advanced ones give you a healing rate bonus, perhaps. They can also be crafted with some pretty easily obtainable supplies - say a knife, some fruit, a syringe, some rotgut and some fibres.
I'm wary of suggesting the same thing for doctor - for crippled limbs I'd suggest the price of surgery at town doctors is dramatically reduced. Nobody's going to pay $1000 to get themselves patched up.
Surgery requiring doctor's tools could work if town doctors were also made a lot cheaper. If you want to heal yourself out in the wastes, you need to pack your own medical tools. If you're not skilled enough or you don't have any, you limp back to a town doctor and pay $150. It would also be worth introducing bartering for medical treatment, as in Fallout 1. If you don't have caps, you offer some of your gear.
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i agree on this.
it shouldn't be possible to heal a crippled limb without a doctors bag.
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In WoW u have castbar when u use bandage. Here should be the same. No healing in middle of fight boys :)
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Agreed. It takes ammo to cause damage, to heal it there should be specific munition aswell.
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This is retarded, FA is the only thing that makes this game playable. Even at max end you only gain like 10 hp every 5 minutes or something, and when you are fighting centaurs and floaters hth you need to heal about twice a fight. I already have to sacrifice 9 points into luck and most of my skill points to get decent healing. Do you want to stop playing for half an hour every time you die?
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well most healing is uses when fighting not pvp, so i think healing is good then and hurts noone.
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it should be something like: only medics can use it during a fight or you have to hold some king of item in your hands, not necessarily one that have limited ammo/points. With this thing, gunners etc wont be able to heal themselves and there would be some combat medics. Everyone is happy
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yeah who has time to spend 3 ap during a pvp fight, those last like 3 seconds max.
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This is retarded, FA is the only thing that makes this game playable. Even at max end you only gain like 10 hp every 5 minutes or something, and when you are fighting centaurs and floaters hth you need to heal about twice a fight.
No, what's retarded is regenerating gunshot wounds in about four seconds, and it requiring nothing but a bit of arm waving. If you want healing mid-fight, you should be using stimpaks not performing complex medical procedures. Right now stimpaks are useless, and that needs to be addressed. Hell, maybe even a interface button to just jab yourself with a stimpak.
What motivates me is how being a medic isn't a real role in fights. You're not rushing around trying to heal people, everyone just hits their '5' key and clicks themselves between getting shot. But this is also hampered by how fast fights are - by the time you run up to your intended patient, he's likely to be dead. Similarly, the 20hp gap between unconsciousness and death isn't long enough to save someone. And the fact that you can only really heal one person per fight.
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No, what's retarded is regenerating gunshot wounds in about four seconds, and it requiring nothing but a bit of arm waving.
Yeah, and using a needle with some medicine to regenerate gunshot wounds, chemical burns and damage from explosives makes perfect sense.
If you want healing mid-fight, you should be using stimpaks not performing complex medical procedures. Right now stimpaks are useless, and that needs to be addressed. Hell, maybe even a interface button to just jab yourself with a stimpak.
So, another skill down the drain because a person that doesn't really fight thinks it's the way to go? Everyone supposed to make new builds because "stimpaks are useless" (well they really aren't, they're just expensive - but how the heck are you supposed to know that ::))? Gotta add another 2 hours of crafting stimpacks before fighting because the 2 hours spent crafting ammo isn't enough? Getting exp nerfed into oblivion because you have to wait who-the-fuck-knows-how-much before your HPs regenerate on your own and you don't really want to be carrying those valuable medical supplies for a simple centaur run is what we need in this already overly laborous game? What a splendid, absolutely glorious idea.
What motivates me is how being a medic isn't a real role in fights. You're not rushing around trying to heal people, everyone just hits their '5' key and clicks themselves between getting shot. But this is also hampered by how fast fights are - by the time you run up to your intended patient, he's likely to be dead. Similarly, the 20hp gap between unconsciousness and death isn't long enough to save someone.
Raged and LOL'd at the same time. 8/10. Would rage and LOL again.
And the fact that you can only really heal one person per fight.
That's almost as good as the one before. 7+/10. Well trolled sir.
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It's not about realism, this game isn't anywhere close to realistic. Limiting healing to 20 hp? At that skill level is this max reached at? What cooldown would this have, like 4 seconds?
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You don't see combat medics because the cooldown means there is no chance to be one. If the cooldown start to get lower like 150 [4 min] 200 [3 min] 250+[1.5 min] then you will start to see combat medics taking part of groups.
People turning into ghouls instead of dying from radiation sickness is retarded. Idea of walking from Los Angeles to San Francisco in less then a day is retarted as fock. Thinking you can make a SMG from junk found in a junkyard is retarded too. Yet you don't complain because fun trumps realism by a longshot. So why now?
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how does the heal from FA look like ? max heal = FA skill level ? or smth like this ?
I think that reducing the CD by half and amount healed too should help alot.
Then First aid kit could be added as way to heal with increased success
EDIT ; combat medics ? hmm maybe add perk - requires 150 FA , 120 Doc 8 int, 6 end - reduces FA and doctor Cooldown by half or so.Another rank would reduce it by another half ...smth like that
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It's not about realism, this game isn't anywhere close to realistic. Limiting healing to 20 hp? At that skill level is this max reached at? What cooldown would this have, like 4 seconds?
Actually, FA makes the tactics employed more realistic, cause people tend to stick together if they can aid someon when he's knocked down or something like that. This change would not only damage PvP and make PvP-specific builds obsolete, it'd kill the game for all the low-level loners (can't craft anything, can't use FA to get exp on weak critters -> can't advance in the game) and make it next to unbearable for everyone else (some raiders roughed you up? game over for the next 2 hours or cough those painfully crafted meds up). There's been all sorts of retarded ideas posted here and on NMA, but I'm pretty confident that this one takes the cake.
You don't see combat medics because the cooldown means there is no chance to be one.
I call bullshit on this one. You see A LOT of combat medic-like behaviour, especially with helping knocked down people get back on their feet (oh-so-unrealistic, amirite?) and you do see specialised medics helping with the weakening condition. OP has absolutely no idea what he's talking about.
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You want to see realistic post apocalypse watch "the road" it's boring as fuck.
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man, suggestions like this makes the game less enjoyable. Sneak is next to useless and pretty much everything else beside first aid science and repair is useless. I dont want first aid skill to be useless in the next update -.- instead of modifying what already works, devs should introduce new game mechanics to make the game more enjoyable...
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I call bullshit on this one.
You ever saw even one person who specialize in combat medicine? I am not saying there is no use for FA in combat, god that statement would be retarded. I'm saying nobody plays a dedicated combat medic.
Yeah, doctor skill can un-cripple one person. One. FA skill can be used once, maybe twice in very long figths. There is no base to get specialized in combat medicine.
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You ever saw even one person who specialize in combat medicine? I am not saying there is no use for FA in combat, god that statement would be retarded. I'm saying nobody plays a dedicated combat medic.
Yeah, I did (Dr Jovanka, there were 2 or 3 more I don't really remember). And the reason we don't see more is because being a dedicated medic and not a fighter with some basic (cause 120-150 FA and 80-100 Doc IS basic) medical knowledge (which all soldiers are supposed to have anyway, so it's not even unrealistic) is because it is boring as hell when compared with actually taking part in combat and getting satisfying kills.
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Kills are not the only thing that brings the satisfaction. Being a crucial part of the team is too. To be honest I think the main problem in playing medic is that it shines in team play and sucks in solo. One thing that could help is having two distinct cooldowns, one for heal self and another for heal other. A person with the ability to provide 100hp heals to two or three persons during a figth will be more then wanted in a group.
As it is now, shooters could have a basic medicine knowledge, but there is no need for someone with 200FA, 160 Doc and only 100-120 in SG i.e. apart from hardcore RP. And being a medic is boring because you can't actually be a medic. You are a one-use medpack.
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With current cooldowns on FA specialized combat medic is not very effective.
With 200 FA cooldown is 90seconds.
With 300 FA cooldown is 60 seconds.
That means with FA specialized build you can get into action around one time per minute, and in that time you can heal one person - which means you heal around 200HP per one minute.
In contrary player with big gun can do around 150 damage with each burst, which takes him several seconds.
That's why every fighter has to have a knowledge in medicine, because he can be pretty much dead after the first contact with enemy and don't have time to wait for medic to get to him from the other end of the map (especially when medic can be killed on the way or have to use FA on himself)
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FA is only worth having if you have 10 luck anyways, it sucks otherwise.
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First of all you need to ask devs if they realy wanna have something like combat medics in game .
if so then :
enable reduce of cooldown of FA to 90s. (probably by perks )
Enable reduce in doctor to 5-10 mins.
my additional suggestion would be:
Add something liek chem pack for doctors - with it doctor can enchance combat capabilities of his mates - possible results:
morphine - affected player is able to fight where normal person wouldnt - he can fight up to "-100hp" or /and he dont suffer penalty from crippled arms / legs.
jet like - increases AP similar to jet (doesnt stack with jet ofc)
eye stimulation - +2 perception
steroids - +2 str +2 endurance
those share 1 min CD last 5 mins. One person can only have one of those buffs on at time.
just idea better or worse depanding if we wanna have dedicated doctors...
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FA is only worth having if you have 10 luck anyways, it sucks otherwise.
how does LuCK impact healing done by FA?
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how does LuCK impact healing done by FA?
I think with 10 Luck you will gain hit points equal to your first aid skill each time you use it. With lower luck you will just get some random value (lesser).
Anyway I don't think FA is useless with Luck<10, just not so efficient.
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FA is only worth having if you have 10 luck anyways, it sucks otherwise.
Depends on what you put on the category of suck. First aid is always useful because it's free healing. There's no reason not to use FA when injuredand and the danger is over.
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Getting a random amount of health isn't that useful in pve, knowing that you'll be fully healed is.
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Hmm.... actually you may be rigth on this one. Healing gunshot wounds with the "lay on hands" method is kinda silly. So there is a need for some type of combat enviroment medpack or medbag. That have the use on option. And a cooldown of let's say half the FA skill. Doctor operations shouldnt be possilbe in combat anyway. And another reason to get doctor craft proffesion. Maybe even Adv. Med-Bag at 3'rd level of proffesion that is even more useful.
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Being able to jab yourself for full hp is quite pwoer full idd - however having 10 luck and enough points ot get FA to 150-180 points is not realy possible for pure combat character -you will need do sacrifice something ...
i guess only melee chars can go with it freely ...
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My big guns char has it tagged along with repair because I only need science at like 80 and with 9 int I have the points to do it. Tradeoff is I only have 6 ap so I can shoot once and not move in TB.