Medic class?
BioHaz
Join Date: 2002-02-18 Member: 226Members
<div class="IPBDescription">How can hurt marines recover vitals?</div>I havnt seen health recovery or armor recovery discussed yet, so how about it? Will there eventually be a medic class or medipaks at the Marine base as well as armor pickups? Or do the marines just fight until they die with no medical support?
Comments
Someone not following orders? Stop giving them ammo/health! Someone wants to play deathmatch? Keep giving him waypoints set to the most heavily infested alien sespools you can find. =) I'm heartless though.
I think a medkit as a "weapon" option is a great idea - the commander can still control things to some extent, and giving the medkit to a marine gives that marine a special role, almost a 2nd-in-command kind of thing.
There's also the thought that maybe the medic can't heal himself, so it's in the interest of the other marines to defend him... perhaps there could be a limited number of medkits distributable.
Maybe parallel a typical RTS a little more by letting the commander spawn a very limited number of healthkits and ammopacks by the Marine's spawn zones for a very small resource hit per kit, and have the option to designate a player, or let the player choose (ala VIP in CS, and has to be approved by the commander to become a medic), to spawn as a medic class for a slightly larger resource hit. The medic class could have very limited weaponry, maybe a pistol and a gren and reduced armor, but have a near limitless medpak and the ability to very slowly heal themselves, but only if they are stationary. There could also only be a certain soldier-to-medic ratio. Maybe for every 4 or so marines, one medic would be allowed. This ratio could also become a server variable.
I think Marine Specialties should be an option in a future release of NS. One other class could be a Grenadier, with a much higher soldier-to-grenadier ratio and resource hit. The perks as playing as a Grenadier is that they get an RPG and more explosives, but lack standard firepower besides a pistol.
But what the heck do I know anyway? <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
dont know about that? go search the forums! The idea i gave in there was (IMO) the best solution for medics ever... look at my (very) nice drawing!!!... but i think if a medgun will ever be in (which i hope... because it just feels more right then a commander phasing in 'medpacks.. if you are hurt you must be taken care of, not just grabbing a pack and heal yourself) than i REALLY want it to be like this. I think Flayra will even implement it this way if the medgun is ever in...
<a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=5;t=1783;hl=medic+marine" target="_blank">Here is the Link</a>
i dont think the medic would be a marine class.. it would be a normal marine with (just like the welder) a 'medic gun'. If you want to see it in classes system, the marine with the welder is the 'welder class' and the marine with the medgun is the 'medic class'...
And in case you did not notice... the aliens have classes...
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->GH: Are you implementing any new ideas from the last build of the game? Any ideas from fans or friends that were used within the game? Any ideas that were too ludicrous or funny?
Flayra: Tons of ideas are too ludicrous or funny, but I won’t go into them here. There are many good ideas on our Ideas forum, but many are beyond the current scope of NS. I wish I could get people to realize that when you’re creating a game, you’re trying to <b>implement only the minimum set of features and art to communicate your vision.</b> More is not better, if nothing else, because each new feature adds complexity that will scare away more people then it’s depth will attract.
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I'd prefer having the commander handling that stuff, having the system as is. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
As for the interview this quote was taken from, <a href="http://www.gamehelper.com/common/default.asp?App_Module=ARTICLES&ID=214" target="_blank">check this.</a>
Comments on it should go in <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=1;t=2670" target="_blank">this thread.</a>
The Giants repair gun was a green, short-ranged ray that repaired your squadmates. You could also turn it back and use it on yourself. I really like the idea of a pistol-grip syringe, as Vangor was suggesting. It could inject a cocktail of clotting factors, antibodies against infection, antitoxins, and of course a nice surge of adrenaline and other chemicals to give the marine a boost and prevent the onset of shock. I also like the non-instantaneous restoration, though 2 health/sec might be a bit slow. Maybe on par with JK2's level-2 Force Healing.
So then the commander can drop health packs just about anywhere? <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
I'm sorry, but that doesn't seem right to me. Not necessarily on the part of the marine, who is, like you said, probably preoccupied in the all-important task of not dying, but on the part of the commander himself.
Fact: the most important resource in ANY game whatsoever is the player's attention.
If I was commander, I wouldn't want to waste my time dropping medkits as fast as I could into a hot and heavy firefight. I have weapons to upgrade, nukes to deliver, sentries to set up, buildings to build, doors to weld shut, aliens to corner and kill, camaras to watch, sensors to adjust, dogs to wash,(Where the heck did THAT come from?) OTHER troops to make miserable and boss around. All that, and you expect me to control-click a bunch of medkits to you? Medkits you might never pick up? Right... <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
Now a "medic gun" seems like a much better idea, but balenced out of course; the commander still controls the amount of medical supplies the "medic" has to dispense.
Im kinda mixed on the feeling of having the commander have absolute control over the grunts lives. On the one hand the control keeps the units in line and listening to the commander's orders, on the other hand, some individuals work best with little supervision (I know a lone marine has little, or no chance, but by not having to hold that marine's hand allows for more focus elsewhere.) I can see telling them where to go and what to do when they get there ok, but by not allowing some of the more skilled players the little bit of leeway to decide the best Course of action when dealing with enemy units could become more of a handicapp on the advanced players. But then again, the few who repeatedly wander off and disreguard orders should be repremanded and put onto a leash. I beleve that until they completely disreguard orders, they should be allowed some latitude.
Now forcing control over a <i>[hypothetical]</i> medic class, I do not see an upside to keeping the medic on a leash. Not allowing a medic to do his job with autonomy(keep your marines alive) by not allocating the necessary amounts of medikits (or ammo for the healthgun <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->) seems more of a detriment to survival than a way of keeping the marines in line. If NS was to only have one actual marine class (besides grunt of course), it should be a medic.
How a medic actually heals is still up for debate <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Having the health gun doesn't make you a medic class any more than having the welder makes you engineer class. You can still tote an HMG along with the rest of the squad and switch over when it's needed. A problem arises from this is that you don't always know when you've got the welder/health-gun, when you're down to 3% health and a level 4 is closing in, are you seriously going to scroll through your teritary weapons to see if you've got the air-hypo? I think not.
Phasing med-kits into a firefight is a laugh, really annoys the aliens though.
<!--EDIT|ChromeAngel|May 29 2002,13:37-->
Well, guess what? The military works this way today.
My dad just retired from the U.S Navy (as a Commander of course. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> ), so he knows how this stuff works.
The corpsman (the medical supervisor, for those of you who don't know what a corpsman is. And it's said "core-man", like Marine Corps.) is the guy who handles medical supplies on the base. The way it works is that the base commander says to the corpsman "I'm giving you 10 tons of medical equipment, including bandages, first aid kits, and other supplies. Use them as you see fit." And so the corpsman uses them. Once he's out, he requests more. If the commander says no, that means no. If people die because of such a lack of medical supplies, then it's the commander's fault. If it is just plain negligence on the part of the commander... he should expect to hear from the brass about his dishonorable discharge. Or, in the case of NS, a vote to kick you out of command. Pure and simple.
So then the commander can hold a leash, but let the dogs p*$s whereever they want. (O.K that was bad...)
Anyways, why not have a "medical armor" or something upgrade? Upgrade the armor so that it can inject small amounts of nanites as needed, allowing regen at a <i>slow</i> rate (maybe 1 every other second?). The alien might already have something similar, just call it parallel evolution.
As for heal gun, a pistol-gripped syringe sounds silly to me. It should be more like a hypospry.