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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Whisky Bob on August 30, 2010, 04:58:45 am
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Well. I've been playing a healing char. (Medicine Man) and i am pretty dedicated to the job. As you guys are implementing 3D models soon how about making medic armor? Something looking like Combat Armor but white with red cross, less protection but perhaps 10 secs reduced timing on FA and Doc skills? That would be superb.
Besides in your Free-For-All rampage events there are few builds to choose from. Perhaps making medic one (5 stims, combat armor and FA and Doc kits +100% instead of gunz) could turn out usefull on such.
I know i might get flamed for such stupid ideas. But here you go. I just really want to look like a medic once :)
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(http://www.rocketllama.com/blog-it/wp-content/uploads/2010/04/770309-389px_medic_sc1_blizzart1_super.jpg)
Medics are so cute.
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I've never noticed that skirt.
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This girl looks like a cow in this armor :P
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Yeah. I Agree a Medic Outfit would look Bloody Awsome
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Thieves and suicide bombers would use it to make people less suspicious about their actions.
There are already thieves pretending to be doctors or FA-ers.
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Thieves and suicide bombers would use it to make people less suspicious about their actions.
There are already thieves pretending to be doctors or FA-ers.
Show a message above his head then: "is arming a explosive", but it's a different suggestion.
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Show a message above his head then: "is arming a explosive", but it's a different suggestion.
Useless if they arm the explosive out of sight of guards and players or before going into town.
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that's the entire point, you have to choose your target if you are a suicide bomber, you just can't spontaneously arm a bomb in the middle of a crowd, I mean, the "smart" thing to do would be to arm it where nobody sees you...
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People are allready using nicknames like "Doctor" to steal. Outfit wont change that. But that's the point. Dont you have thieves looking like waiters in real life?
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just like in nature, if you're a thief or a murderer you wouldn't really run about town advertising it, or having a hat saying it.
speaking of hats and murderers:
http://www.youtube.com/watch?v=n326mhTfQr0&p=3AAD19D5F81C943F&playnext=1&index=20 (http://www.youtube.com/watch?v=n326mhTfQr0&p=3AAD19D5F81C943F&playnext=1&index=20)
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Thieves and suicide bombers would use it to make people less suspicious about their actions.
I can see all those suicide bombers wearing armours worth 10k caps just to confuse you. ;D
...perhaps 10 secs reduced timing on FA and Doc skills?...
I don't know if this is easily done but perhaps it could give you bonus +20% to FA and DOC. Somehow implement script similar to one on first aid kit or tools to armours. Or perhaps it could grant you perk Healer.
Also create some other types of armours granting bonuses to science, repair, sneak and so on.
And idea for outfit that gives you grand bonus to barter ;D http://miwiki.net/images/thumb/Stan_SMISE.jpg/250px-Stan_SMISE.jpg (http://miwiki.net/images/thumb/Stan_SMISE.jpg/250px-Stan_SMISE.jpg)
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Make the doctor skin an achievement with Profession 3 or certain amount of healed players, perhaps?
Also, you can't spend too much points in Traps or Steal if you wasted them on Doctor and FirstAid.
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Good idea. Perhaps not a reaward for Doc.3 but "obtainable only after doc 3" perhaps making it "wearable only after doc 3" would help i dunno if thats possible.
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Something looking like Combat Armor but white with red cross, less protection but perhaps 10 secs reduced timing on FA and Doc skills? That would be superb.
I support that. "Take out this medic!!" :p
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which brings us to long range healing, I bet it's possible to implement ammo that does negative damage (It heals you), since stimpacks are by fallout lore "magical flesh knitters" all the medic would do is to shoot a dart with the stimpack contents inside it, by an automated momentum system, and it would be availible for the needler pistol, and maybe if you feel like adding a new weapon (purely hypothetically), the needler rifle, I hardly think that it is any concern in causing trauma since the stim removes it pretty well
1: Have a gaping flesh wound? Here have a stimpack, it will heal you and make you immune to pain.
2: Gee thanks, mister, but wait, isn't this brahmin blood?
1: It sure is, Timmy, it sure is.
2: *Gargle, Blargh,* dies
1: Oopsie! better get outta here before the cops get here. At least I have the real one with me in case I get shot *thinks* (Good Call, Good Call, I killed a kid, but saved my own ass)
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which brings us to long range healing, I bet it's possible to implement ammo that does negative damage (It heals you), since stimpacks are by fallout lore "magical flesh knitters" all the medic would do is to shoot a dart with the stimpack contents insite it, by an automated momentum system, and it would be availible for the needler pistol, and maybe if you feel like adding a new weapon (purely hypothetically), the needler rifle, I hardly think that it is any concern in causing trauma since the stim removes it pretty well
"MY EYE!!! Thanks, doc!"
By itself it's a good idea, but wasn't it already rejected earlier?
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yes, but nobody brought the subject up on how the stimpack heals you in the first place, sius brought the long range healing, if you think long range healing is unrealistic you should be against minigunners in FOnline in general, but sadly, most minigunners were against it... you see the irony in this I presume...
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Please, this is not a topic about long-range healing. This latter suggestion has already been discussed.
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By itself it's a good idea, but wasn't it already rejected earlier?
http://fodev.net/forum/index.php?topic=4516.0
And it was not rejected not really. Only 1/3 of people thought is not Fallouty enough to introduce it ingame. Sadly its already closed topic so any further discussion about it is no longer possible. But I still think its the only way how to make medics useful in 2238. Anyway pretty much any boost for medic is welcome since they as "class" have been absolutely ignored so far and it should change because I highly doubt that FOnline can come up with something that will beat regular "tank-dps-heal" concept. And right now we have only dps and better dps so there is still much to do in this way.
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Why do you think it's locked? If there's no possibility to implement the stimpak-gun, why not discussing other possibilities?
And why should my suggestion about more herbs in wasteland to be junked, Izual?
Iz: Because it's off-topic. Now behave.
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Guise, guise. I like the distinguishment for medics in their armor. There should be a condition though. A person with lvl 3 doctor skill would only posess such armor , it would turn white red after normal CA, BA is put on. So even if the medic gets killed and armor taken and put on somebody else, the armor would look normal.
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Guise, guise. I like the distinguishment for medics in their armor. There should be a condition though. A person with lvl 3 doctor skill would only posess such armor , it would turn white red after normal CA, BA is put on. So even if the medic gets killed and armor taken and put on somebody else, the armor would look normal.
Very good idea. When reaching Doctor level 3 you should get "Medic Armor" or something perk. That will give any combat armor you wear extra % to FA and Doc skills, or reduce the cooldown by 10 secs of both. Also, as stated above, would change colour to white.
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A person with lvl 3 doctor skill would only posess such armor , it would turn white red after normal CA, BA is put on. So even if the medic gets killed and armor taken and put on somebody else, the armor would look normal.
Why? Is reasonable to kill a doctor and take his clothing for impersonate one of them
I like the idea of a different armor (we need some different armor), and as doctor 3 i like very much a healer's armor (one light armor too like leather 2), but I m against a armor only for doctor
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Guise, guise. I like the distinguishment for medics in their armor. There should be a condition though. A person with lvl 3 doctor skill would only posess such armor , it would turn white red after normal CA, BA is put on. So even if the medic gets killed and armor taken and put on somebody else, the armor would look normal.
I think that this is not good. Some medics only specialise on first aid and not doctor skill (or they might). And therefore they don't get doctor profession. So would you like to deny them oportunity of boosting first aid skill?
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I think that this is not good. Some medics only specialise on first aid and not doctor skill (or they might). And therefore they don't get doctor profession. So would you like to deny them oportunity of boosting first aid skill?
if someone is specialised in First Aid so bad he doesnt have doctor skill high enough then he is not a medic isnt he? He is prolly sniper with FA.
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I think that this is not good. Some medics only specialise on first aid and not doctor skill (or they might). And therefore they don't get doctor profession. So would you like to deny them oportunity of boosting first aid skill?
Ok so the requirement would be 150% FA 110% doctor or 200%+ FA. Anyway, if you would like to broaden the circle of people there should be an option if they wish or not to have such distinction. It could be done via quest and easily removed at the quest giver simply:
"I no longer want to wear medic robes" (w/e) and you have a normal CA/BA armor
"Id like to wear medic robes again"
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i suport this