Combat Medic Archive

Thread: The 1+ Change, a Better Idea on how to handle the Poisons.

Razaruz
Thu Oct 30, 2003 7:05 am
#1

I think, It would be much better to have the Poisons Stop if the Combat medic Dies, This could also work with all other Bleeds/ etc as well if they chose to go this way. Also make the Bleeds Stop on Incap, and not at +1

As this would Prevent Griefing etc, and give the range/melee profesions more of greater odds to win in this battle, but Also keep the combat medic effective at what its sapose to do.



Silkex - Bounty Hunter
Jacore
Thu Oct 30, 2003 7:12 am
#2

Silkex,


I think there's way to get what you want that dont' requrie more complicated messaging behavior on the part of the combat models. This would require messaging between two player objects regarding incap/death.


Currently the fact that they don't have an 'owner' is a huge hint that poison/disease is merely an event on the recipient with no callback to the owner.


If possible I'd prefer ways that don't require such cross notification.


I had suggested an exponential decay method in Kijan (Spinal's) recent sticky thread. I think this get at a lot of what you're wanting to without the programmatic interdependency.


Jacore

SkipDikman
Thu Oct 30, 2003 7:12 am
#3

and your bleeds, etc should stop when you die.



Kavasiae
LorenZo'Andrews
Jedi
Combat Medic
Razaruz
Thu Oct 30, 2003 7:13 am
#4

Also lets Face it, if your a smart pvper, your gana go for the Healer/Doc to beging with.

The method I mentioned, would make it harder for any CM to win, specialy if it is GROUP pvp. The CM would have to run up to claim the kill, there for coming into range of other Imps/rebels and if the CM is obvisly being fired on then he is at a Loss *Clearly* Also
along with this nerf, you could make it so player effecting mods - AKA Dizzy would stop healing etc.

Post your thoughts.

To me this would be much better then just making that change the poisons, as it really gimps the Combat in Medic.



Silkex - Bounty Hunter
Razaruz
Thu Oct 30, 2003 7:16 am
#5

Well I Agree, Bleeds should continue to go on even after incap, but so should poisons in all reality. A Poison would not stop when your about to die.



Silkex - Bounty Hunter
Simz
Thu Oct 30, 2003 7:28 am
#6

I think this is going to encourage griefing even more. Why would a smart CM poison if its going to stop at 1? This is going to open up the big can of disease in the pvp world. If you throw a mind poison on a guy and it stops at 1, that guys gonna have 2 full hams bars to kill you with if you cant use headshot and such. I would prefer to land all 3 diseases on the guy and watch all of his hams turn black.



***Simz***
Currently seeking the Jedi profession...too many professions to list.
Warrant Officer 1 for the Rebellion Army
***Al'bert***
Master Doctor/Master Dancer
----------Chilastra----------
YetiK
Thu Oct 30, 2003 10:11 am
#7

I agree with Simz,


If poison only get pools to 1 and if like me you are a Master CM/Doc ... how will I get the chance to kill someone ? with suppression fire 1 ?


As it is for now, it's very rare I get the chance to DB people I incap, whether because I die before I can or because someone is nearer from my target at that time. So now, with no defense or almost, I'll have to stay around longer to give the final blow with my crap ranged weapons ? Want me to become only a faction point provider for my allies ?


So yes, I would only use desease stim's after the patch as even if this won't kill, my best chance in PvP will be to have blacked out at least 2 pools, if possible the three ....


I belive doc's should have some more protection against poison and desease though so they can focus on curing others instead of using all their mind to save themselves ...



Furie


master CM


Wanabee Doc 4/4/4/0


Wanabee Pistoleer 0/0/3/0


1) well have to change profession before this new patch ....

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