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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Xisingr Will on August 16, 2012, 11:12:18 pm

Title: First Aid in Turn Based Combat
Post by: Xisingr Will on August 16, 2012, 11:12:18 pm
My suggestion is that the First Aid skill be usable in Turn-Based combat, as i am a non combat medic it is annoying not being able to heal inside of Turn-Based combat...tbh i dont have a huge essay about doing the reason of doing it or anything i just wanted to suggest that this be changed, thanks.
Title: Re: First Aid in Turn Based Combat
Post by: S.T.A.L.K.E.R on August 16, 2012, 11:38:58 pm
terrible, while you are waiting in TB, your cooldown will go away and you can FA yourself again and again
Title: Re: First Aid in Turn Based Combat
Post by: Roachor on August 16, 2012, 11:40:13 pm
If it takes 5 ap you'd still be wasting more of your turn, not like tb builds cant kill you twice over anyways
Title: Re: First Aid in Turn Based Combat
Post by: greenthumb on August 16, 2012, 11:44:47 pm
with enouight FA and HP you would be imortal in TB NPC fight, need balance for this
Title: Re: First Aid in Turn Based Combat
Post by: Roachor on August 16, 2012, 11:48:06 pm
with enouight FA and HP you would be imortal in TB NPC fight, need balance for this

You would be more effective with super stims since they take less ap and can be used multiple times a turn, thats not a great argument against it. Not hard to outsmart this games AI.
Title: Re: First Aid in Turn Based Combat
Post by: Xisingr Will on August 17, 2012, 12:01:56 am
Hmm yah i did forget about the cooldown, need to think of something for a cooldown  like thing...
Title: Re: First Aid in Turn Based Combat
Post by: Michaelh139 on August 17, 2012, 12:57:50 am
When in turnbased combat you could pause all cooldowns, and when someone goes through their turn it -30 seconds to cooldowns for that particular person.
Title: Re: First Aid in Turn Based Combat
Post by: Haraldx on August 17, 2012, 01:19:53 am
I'm pretty sure one of the devs stated that they wanted cooldowns in TB become turns instead of seconds. This was the reason FA in TB was disabled anyway.
Title: Re: First Aid in Turn Based Combat
Post by: Spotty on August 17, 2012, 02:43:57 am
When in turnbased combat you could pause all cooldowns, and when someone goes through their turn it -30 seconds to cooldowns for that particular person.

Better with -5 seconds since 1 TB turn is 5 "seconds" long.
Title: Re: First Aid in Turn Based Combat
Post by: The Lost Children on August 17, 2012, 03:19:11 am
terrible, while you are waiting in TB, your cooldown will go away and you can FA yourself again and again

Easy fix, make the timeout, equal to a certain amount of TURNS.
Title: Re: First Aid in Turn Based Combat
Post by: Xisingr Will on August 17, 2012, 03:21:52 am
Hmmm maybe have it so that if you FA is at around 30% you will need to wait 8 turns to heal, and than when it gets to maybe around 250 it only takes 2 turns cooldown.
Title: Re: First Aid in Turn Based Combat
Post by: The Lost Children on August 17, 2012, 03:29:20 am
Hmmm maybe have it so that if you FA is at around 30% you will need to wait 8 turns to heal, and than when it gets to maybe around 250 it only takes 2 turns cooldown.
This makes sense.  Also the also drawback to medicating in turnbased:

EVERYONE KNOWS: the more time you spend in a turn based battle, the more likely you are to be encountered and perhaps killed. No one wants to spend more time than needed in an encounter, and therefore by allowing first aid in turn based, you are enticing people to risk their lives, for more loot...

So this is a Risk vs Reward ratio we're talking about here.

Allow people to first aid in turn based, you allow others to have more opportunity to encounter them, so long as there is an understandable TURN COOL DOWN for it... Everything should be hunky dory and perfect, no?
Title: Re: First Aid in Turn Based Combat
Post by: Horatio on September 02, 2012, 01:27:18 pm
I support this idea, however, even when FA is used once in encounters, there is a chance that there will be a endless amount of FA alts with radios parked nearby.
The FA should be applied only once per receiver in one uninterrupted combat, then, the medic will be able not only to heal himself, but also with cooldown everyone else in his team, while not being able to cheat.

I'd like to hear a opinion on this.