Constructive Feedback Regarding Marine Healing
TheWumpus
Join Date: 2003-02-03 Member: 13053Members
<div class="IPBDescription">I.E. (MedCrack alternative)</div> OK, you don't want to allow marines to heal at a base structure as this would discourage marines from leaving the base and exploring. That I can understand. You also don't want marines to be able to heal-over-time because this is too similar to the alien's ability.
How about making a medical tool "gun" which replaces the marine's rifle? This could only be dropped near the armory much like a welding gun. A marine could pick it up and use it to heal friendlies, but must resort to the pistol for defending himself. A foolhardy marine could pick up both the medgun and the welder for the ultimate in repair/healing capability, but would need to stick close to other marines to avoid being easily taken down. Unlike the welding gun, the medgun could be used on yourself when no friendlies are within range. Heal rate wouldn't be very fast, but not too slow, maybe 10 health a second. Make it fairly expensive for the commander to build, say, 10 or 15 resources (don't want to lose one of these babies).
I really think something like this would add a lot to the game. I mean, think about StarCraft. One of the best new units added to that game's expansion was the Medic, and for good reason. It added a lot to the possible tactics and variety of the game.
How about making a medical tool "gun" which replaces the marine's rifle? This could only be dropped near the armory much like a welding gun. A marine could pick it up and use it to heal friendlies, but must resort to the pistol for defending himself. A foolhardy marine could pick up both the medgun and the welder for the ultimate in repair/healing capability, but would need to stick close to other marines to avoid being easily taken down. Unlike the welding gun, the medgun could be used on yourself when no friendlies are within range. Heal rate wouldn't be very fast, but not too slow, maybe 10 health a second. Make it fairly expensive for the commander to build, say, 10 or 15 resources (don't want to lose one of these babies).
I really think something like this would add a lot to the game. I mean, think about StarCraft. One of the best new units added to that game's expansion was the Medic, and for good reason. It added a lot to the possible tactics and variety of the game.
Comments
Ya, i'm totally with you on this one. It'll keep marines from bugging the comm too much, but I expect it will negate health packs.
How about making a medical tool "gun" which replaces the marine's rifle? This could only be dropped near the armory much like a welding gun. A marine could pick it up and use it to heal friendlies, but must resort to the pistol for defending himself. A foolhardy marine could pick up both the medgun and the welder for the ultimate in repair/healing capability, but would need to stick close to other marines to avoid being easily taken down. Unlike the welding gun, the medgun could be used on yourself when no friendlies are within range. Heal rate wouldn't be very fast, but not too slow, maybe 10 health a second. Make it fairly expensive for the commander to build, say, 10 or 15 resources (don't want to lose one of these babies). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If you want life so badly, Try DYING
You spawn with it full!
If your a HA/HMG rine and you need life, its up to the commander to take care of you, if he wont you have a bad comm!
I think it would be nice to have a med station, but thats why god made plug-ins!
I think we all know that a marine respawns with full health. Your logic is flawed though - you give the aliens more resource points when you die by one of them.
I think we all know that a marine respawns with full health. Your logic is flawed though - you give the aliens more resource points when you die by one of them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I never said get killed I said DIE
as in /kill
if you really need life and the comm is busy else wheres
/kill can be very helpful.
When I comm, I use select all to tell who needs life, I just drop it on the ones in the yellow, if your life isn't in red or yellow, you wont get life!
The would give a clear target for skulks, say there a group of HA comin towards eclpise. Right behind them there are a couple of medi guys.... You have fades onos, lerks, and a couple of skulks. Usually when this happens the skulks are basically just dead. HA-Hmgs/Shottys can take them down in 1 sec or less!
Instead now they can have a target, the medic. They can help out the team by killing the medics so they cant heal. Then the fades/onos can come in.
See? It adds to the gameplay. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I love the idea! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<i>Anyways</i>, /kill is also seen as an exploitable thing by most <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
While the medgun is an interesting idea, I don't think it could ever be included-it just takes too much off the commander's hands. This'll eventually lead to poor, unattentive commanders and would generally dimish the teamplaying aspect of the game. It could work, but it just wouldn't fit the NS theme. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I disagree. If you really think that it would take too much off the commander's hands (who currently is limited to simply spamming medkits when his grunts start whining) then that's reason enough alone to implement this idea. It will allow the commanders time to develop tactics and survey the situation. The commander will still be in charge, and he will need to give orders to the marine carrying the medgun to make the most of it. I fail to understand how you think this idea would "hurt" the teamplay...
But I have to agree that Marines are a bit weak atm.
He still has to spam ammo, and what if all of the medics die? If the comm really is unattentive, then he will ifnd out that his group if HA'S died because the medics died.
Yeah i know this isnt the suggestion and idea forum, but that forum is offline now, so where else are we gonna talk about ideas? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Give it a break sonny. We don't need people pretending to be moderators now.
Anyways, this is one of the few good ideas I've seen, but I doubt we'll see it soon. However, if NS ever has another major version (12 months later <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), we can expect this to happen (maybe flamethrower too...).
BTW, i never liked the logic of Healthpacks and ammopacks... they just drop out of the cieling. Wierd.
[realizes he's replied already]
screw it, I'll reply again.