Medical Station?
Cpt_Krunch
Join Date: 2003-08-22 Member: 20077Members
Seing other threads, i was think the marines need a Medical Sation badly.
It could be something the Comm can build for 30 res, and it would be like the armory so it could gradually heal people using it.
<b>It would have to heal slowly, maybe 5-10 per seconds MAX</b>. We don't want to see medical sation humping.
<b>It could only be built inside the radius of the comm chair.</b>
This would greatly stop the health begging, and stop me begging for health for 10 min when i'm HA with a GL at base.
Since the aliens can heal super fast at hive/DC, this would help the FUN factor.
It could be something the Comm can build for 30 res, and it would be like the armory so it could gradually heal people using it.
<b>It would have to heal slowly, maybe 5-10 per seconds MAX</b>. We don't want to see medical sation humping.
<b>It could only be built inside the radius of the comm chair.</b>
This would greatly stop the health begging, and stop me begging for health for 10 min when i'm HA with a GL at base.
Since the aliens can heal super fast at hive/DC, this would help the FUN factor.
Comments
It's a fairly common mod.
Edit: now that I took a couple more seconds to think about it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->, it could seriously hurt team gameplay, once a welder is down, your so called soldiers will hump the armory and med stations and weld eachother, if they can do that effectively then they can completely ignore the comm which is bad
Yep, of course, else it will become TFC. Not that TFC is bad. But you know what i mean.
It's juste because, marine rely sooo much on the commander, you could heal at base without asking to the commander. That way he can concentrate on other things.
Hed still have to give medpack anywhere on the map. That way ammo/healt would function in an unified way.
Armory/Medical staion base.
Ammo/med pack elsewhere.
There are two VERY good "heal station" metamod modules for you to get.
One of them is by Prodigy and the other one is by Voogru.
You can grab the Voogru Armory Heal metamod plugin at www.voogru.com/files
The voogru plugin lets you grab 2 hp per hump of the armory ... I do not believe that you can alter the heal value. You HAVE to +use the armory to get health for this particular plugin
I am not entirely sure where you can get the Prodigy Med Armory Plugin. You should try this site for starters and click on the Downloads section on the sidebar: <a href='http://them.clanwho.com/' target='_blank'>http://them.clanwho.com/</a>
I like this plugin better because you can configure how much health the armory dispenses per tick. The good thing about this plugin is it automatically dispenses health (you don't need to hump the armory ever to get your hp). Also, there are several CVARs that you can use for this plugin, one of which makes your adv. armory give out 2x as much health as your normal armory.
My personal settings is I set the regular armoy to give out 4 hp per tick while the advanced armory to give out 8 hp per tick. This balances out the Hive Healing Aliens thing quite nicely.
Good luck with your server setup!
The marines would just start relying on the 'medstation' all the time. Even with the comm chair thing, this could be abused also, such as putting a 35pt comm chair in a corner of my base and it reaches out into a hall wall, i then put med+ammo barrels out there.
And it would be a ability that the aliens have and mixing the 2 = bad.
The replenish rate is kept so low on most servers that you can't "hump" it to stay alive under attack -- it doesn't work. It's just a way to fully resupply.
Personally I think it helps to balance the game, as aliens can heal at their hives and D structures any time.
It also gets some of the people in base up and out faster, and takes pressure off the comm.
It's too bad the devs said they wouldn't implement it... maybe they should look at some of the servers running medarmory and 2.01b, and see how much more balanced they are. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
1. By no way in hell does it 'lessen the importance of the comm'. Medspam will always be needed. The real use of medspam isn't to just give the soldiers HP as they need it, but it's to keep them alive in mid battle. Good use of medspam makes or breaks the game. Also, if you have little time to spare in a game, medspam will still be prefered.
2. It's not really abusable. While spores at the armory might be negated by the med-armory, the med-armory has a limited amount of HP that slowly recharges over time so it cannot provide unlimited health.
My only complaint about the med-armory is that it seems to be too effective and diverse for it's cost. The armory should only be for ammo. There should be another station, called the medstation(duh), which dispenses health.
You should be able to fully resupply at home base ... I mean come on, your home free practically in terms of being safe from vicious attacks.
I don't think its fair that a SINGLE lerk gassing marine start should be able to kill anyone. The medarmory output should be set high enough so that it negates a single gassing lerk while allowing 2 lerks to kill fairly easily.
The only way that medarmory could be abused is if some comm is retarded (or smart/cheap) enough to make a wall of advanced armories. But then again, server admins should be around to take care of that.
The marines would just start relying on the 'medstation' all the time. Even with the comm chair thing, this could be abused also, such as putting a 35pt comm chair in a corner of my base and it reaches out into a hall wall, i then put med+ammo barrels out there.
And it would be a ability that the aliens have and mixing the 2 = bad. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
why not simply only allowing ONE AND ONLY ONE MED STATION to be build ? of course, if it's destroyed, you can rebuild it.
Sometime the simpliest solution is the better one !
Spore doesn't stack. If you're med-armory is set high enough to completely negate spore, it's probably set too high.
I like med-armories. They offer a slower, but free form of healing at your base. Marines humping the armory aren't out fighting. It also doesn't stop the need for medkits, as armories aren't mobile. You only see armories at your base and large expansions. The only abuse of it is strengthening GL spammers.
<!--QuoteBegin--S&I FAQ+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (S&I FAQ)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Ideas we already know about (use search):</b>
<ul><li>Ways for marines to get health without commander</ul><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Besides, adding it would make HA even more powerful.
DIE
You want health, use the IP.
Thank you, carry on.