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Author Topic: Buff FA  (Read 4169 times)

avv

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Buff FA
« on: October 09, 2012, 02:17:14 pm »

Superstims have taken the role of first aid. Some use it for leveling and in the beginning but that's just a fraction how players heal up and has nothing to do with later gameplay.

Do this:
- Merge doc and FA
- Get rid of cooldown. Shooting has no cooldown either, it consumes action points.
- Make the skill work so that when used, it spends all your action points and heals an amount of hps dependent on the action points spent and skill%. So you can use it even with 1 ap.
- It can cure cripples. But it has a chance based on skill% and aps spent. Have it so that after 4 full action point pools consumed, a cripple is guaranteed to heal. That means that if you have 10 aps and low FA, after spending 40 aps the cripple is guaranteed to be mended. But there's always a chance to heal at first time. So basically: after 20 seconds you won't be crippled anymore. 
- Make it so that you can wake up knocked out players with FA. High skill increases the amount of aps restored.

Some of these could require a medic-item like doctor's bag to work so that you wouldn't get too much benefit without risking any gear.



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Re: Buff FA
« Reply #1 on: October 09, 2012, 03:04:41 pm »

Still takes skillpoints, still needs you to hit 5 and click on yourself. Using all ap and a medic bag just makes it even more useless compared to SS, it will never be a pvp skill and shouldn't be.
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Re: Buff FA
« Reply #2 on: October 09, 2012, 11:40:06 pm »

I mainly have farming character who have high FA and doc so i don't waste item for healing.
Item for healing is for PVP apes.

These are two different gameplay, that use different logics.

I won't say for sure, that the proposal is bad, but i am not confortable with mixing two logics that don't coexist. (or rarelly)

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Re: Buff FA
« Reply #3 on: October 10, 2012, 09:08:44 am »

Some of these changes are questionable, whether effective or not.

I don't see making first aid another spammable ability a good idea, you are adapting first aid to be simmilar to SS mechanic and pumping yourself full of needles in seconds still viable what doesn't make any sense at all having no drawbacks.

- Make it so that you can wake up knocked out players with FA. High skill increases the amount of aps restored.

There is a perk called quick recovery witch is highly unused. Spammable is not the answer, such ability could be tied to doctor bags and first aid kids by default.

Do this:
- Merge doc and FA
- Get rid of cooldown. Shooting has no cooldown either, it consumes action points.
- Make the skill work so that when used, it spends all your action points and heals an amount of hps dependent on the action points spent and skill%. So you can use it even with 1 ap.

Different purposes for both skills.

Itemization could be the answer, having doctors bag in the hand gives some chance to heal cripples while doing FA and having first aid kit in hand healing some bonus amount on top of the doctors effect while using doctor.

Cooldown must stay, it just has to be a lot less in the 15-30 second range for average first aid out there, so it is viable in combat more often. Also can add that it should a lot less random, luck granting some bonuses and that is it.

First aid was good enough before the bind was implemented and players couldn't dump INT and if players couldn't steal SS in amount that they are dumped as some garbage in traders, should be fine.
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manero

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Re: Buff FA
« Reply #4 on: October 10, 2012, 10:23:41 am »

It's very good suggestion. Avv for president!

Perteks

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Re: Buff FA
« Reply #5 on: October 10, 2012, 11:06:46 am »

I think president is not enough for him!


Avv for queen!
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brad smalls

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Re: Buff FA
« Reply #6 on: October 10, 2012, 11:09:59 am »

lol i agree with avv just cause i can CBF to get SS why should i wait 2 mins for FA
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Fat Man

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Re: Buff FA
« Reply #7 on: October 10, 2012, 12:23:46 pm »

Add in cure radiation and poison then its golden.
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Johnnybravo

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Re: Buff FA
« Reply #8 on: October 12, 2012, 01:58:02 pm »

Some of these could require a medic-item like doctor's bag to work so that you wouldn't get too much benefit without risking any gear.
I could see this working with item always required if you add some crap-bag made of items found in empty encounters (broc, fibers, etc.)
I'm curious however, how they will ever merge those skills. If they were up to make character progression more sense, gamble wouldn't be there anymore, and science could probably get married with repair as well.
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Re: Buff FA
« Reply #9 on: October 12, 2012, 02:40:18 pm »

Yes in the end we would find 5 skills in game, combat skill, medicine skill, tech knowledge or something, survival skill and social skill, then dumb down to 3 special stats ( vitality, dexterity, intellect, stamina energy )(stupid to actually level up each time a new alt right? So make stats come from armor so you don't have to make any choices), remove some more stats and choices( what healing rate? remove, that is stamina now, what critical chance? that is dexterity now witch will be higher depending on weapon only, what sequence, that will be intellect, armor class is dexterity too, what traits, make them available from quests with small bonuses and no disadvantages, what so much resistances, it all will be one variable - armor stat)  and we would have nice modern day game, it makes sense ... ;D ;D

Don't like merging, but finding new ways how to differentiate existing skills is something worth to do.
« Last Edit: October 12, 2012, 02:51:25 pm by T-888 »
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Re: Buff FA
« Reply #10 on: October 12, 2012, 08:51:05 pm »

Let's merge all special, trait, perk and skill, into one, that you take on level 1.
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Re: Buff FA
« Reply #11 on: October 12, 2012, 10:26:29 pm »

Let's merge all special, trait, perk and skill, into one, that you take on level 1.

then nerf it
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Johnnybravo

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Re: Buff FA
« Reply #12 on: October 13, 2012, 02:57:12 pm »

Yes in the end we would find 5 skills in game, combat skill, medicine skill, tech knowledge or something, survival skill and social skill
That's the stupid way to look at stuff.
The question is, whether you really need to waste the skill and slot to get it, or whether you would like to have it as full dedicated character.
Now most people will generally agree that combat skills do make difference, so it's pretty nice to have a choice here.
But this FA/Doctor thing is a bit weird. If you wanna be a medic, there is no way you are taking just one, for everyone else, you will mostly have both undeveloped anyway.
For science and repair it's similar, currently the purpose of those things is rather to reach a cap to allow you doing things, rather than enjoy being scientist or technician.
Yes you could search for some better use for science. But the results will not vary from the basic reach-the-cap scenario. If you have dungeons when you need science to open the door, it's just annoyance with specific character requirement. If you want to add full computer minigame, you are basically moving further from fallout than by merging the skill with repair.

Additionally it's not only about skills being removed, there are some places for skills that could be added when there is some use for them. Just for example how Tactics got pilot skill, it made perfect sense there. There sure can be place for this stuff if you have the right idea.
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Re: Buff FA
« Reply #13 on: October 13, 2012, 04:23:00 pm »

That's the stupid way to look at stuff.

No, it is not like modern games are stupid, not at all.

The question is, whether you really need to waste the skill and slot to get it, or whether you would like to have it as full dedicated character.

The question is how you choose to balance your build out, what are you willing to sacrifice.

Now most people will generally agree that combat skills do make difference, so it's pretty nice to have a choice here.
But this FA/Doctor thing is a bit weird. If you wanna be a medic, there is no way you are taking just one, for everyone else, you will mostly have both undeveloped anyway.

First aid and doctor can't be undeveloped, if you can't max it out, it doesn't mean it has to be or is useless. What this suggestion is suggesting can be achieved by just lowering CD for both skills, so that they are more effective with less skill points invested. Merging is just what the truck, it is the same thing, if you merge both skills in the end you will need to invest twice as less skill points to be effective by having access to both of the mechanics that normally are two separate skills, witch if they stay in that way just purely leaves the player with more choice how to optimize and balance his build. Merging will allow more tag skills somewhere else, but at a cost of a skill what previously was something completely different than "medicine skill."

For science and repair it's similar, currently the purpose of those things is rather to reach a cap to allow you doing things, rather than enjoy being scientist or technician.

Yes you could search for some better use for science. But the results will not vary from the basic reach-the-cap scenario. If you have dungeons when you need science to open the door, it's just annoyance with specific character requirement. If you want to add full computer mini-game, you are basically moving further from fallout than by merging the skill with repair.

Science and repair is nothing similar, being a mechanic or a scientist, apples and oranges and no you don't need to cap either of them to use them in game somewhat effectively, disassembling gear is not the only mechanic science is tied to and even then you can science equipment with less than cap and still gain a lot of resources. If someone see it as a necessity to have a 300% science alt to gain just a little bit more resources from "dead" equipment then it is his choice. Same thing for repair, currently more than 200 is over kill.

Don't necessarily need to be better usage, just more so there is much more reliant on the skill than only few actions. By the way, having to play with other players shouldn't be an annoyance, it is something that players have evolved into that it is just better to make an alt than to ask some player, because making an alt is faster and better and etc. etc. but that wouldn't be the case in a game where you really can't do that and that is something to reach for.



Additionally it's not only about skills being removed, there are some places for skills that could be added when there is some use for them.

So why are talking about this? You think merging it will it a new skill or something?
« Last Edit: October 13, 2012, 04:33:31 pm by T-888 »
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Re: Buff FA
« Reply #14 on: October 14, 2012, 12:23:59 am »

Bring back TAG perk.

Make first aid kits and doctor bags, etc. use charges that are independent of cooldown.
(And give a bonus to the skills.)

That way Doctor and First Aid can remain unchanged in their item-free usage.
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