Combat Medic Archive

Thread: /quickHeal proposal

MasterNerfSlayer
Mon Nov 22, 2004 7:42 pm
#1

Most people say Quick Heal is a pretty useless command, in that nobody ever uses it because it only heals damange but causes you wounds and current stims are better than it by a country mile (and other numerous complaints I've heard and can't remember).


What if, after the CU, that it healeda large portion of not only your HAM, but the specials bars too? There of course would have to be a significant cost to this action, like 50 mind wounds and 100 BF... but would that not be suddenly useful to medics?


I'm just looking at alternative ideas to make this command more useful to the majority of medics out there.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

MasterNerfSlayer
Mon Nov 22, 2004 7:43 pm
#2


Most people say Quick Heal is a pretty useless command, in that nobody ever uses it because it only heals damange but causes you wounds and current stims are better than it by a country mile (and other numerous complaints I've heard and can't remember).


What if, after the CU, that it healeda large portion of not only your HAM, but the specials bars too? There of course would have to be a significant cost to this action, like 50 mind wounds and 100 BF... but would that not be suddenly useful to medics?


I'm just looking at alternative ideas to make this command more useful to the majority of medics out there.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Jagii
Mon Nov 22, 2004 8:13 pm
#3

I've never actually used this command on purpose. I agree - the costs exceed the benefits. Here are some quick ideas:

1.) Make it like /healdamage, but use up multiple stimpack uses at once and/or enhance the effectiveness of the use, thereby providing a larger amount of healing in one shot. At doctor, it can provide multiple wound, state, poison, disease and/or damage heals. At combat medic, it can work for area stimpacks and ranged stimpacks.
2.) Make it immediate use. Ignores any previous healing delay, bypasses all other commands in combat queue, and/or causes no healing delay itself. Works for healing damage or bleeding.
3.) Pretty much same idea as #2, but sets up a dedicated period of no-delay healing? Example: If I activate /quickheal, I get 5 seconds of delay-free heals.
4.) A temporary burstRun/healDamage/+50 Terrain Negotiation combination? This would go obsolete at the combat medic level, however.

Negatives for balancing:
1.) Mind damage.
2.) Mind wounds.
3.) Partial/complete depletion of specials bar(s).
4.) Temporary reduction in speed of specials bar recovery. Or temporary halt in special bar recovery.

= Andrew
Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
MasterNerfSlayer
Mon Nov 22, 2004 8:29 pm
#4






Jagii wrote:
I've never actually used this command on purpose. I agree - the costs exceed the benefits. Here are some quick ideas:

1.) Make it like /healdamage, but use up multiple stimpack uses at once and/or enhance the effectiveness of the use, thereby providing a larger amount of healing in one shot. At doctor, it can provide multiple wound, state, poison, disease and/or damage heals. At combat medic, it can work for area stimpacks and ranged stimpacks.
2.) Make it immediate use. Ignores any previous healing delay, bypasses all other commands in combat queue, and/or causes no healing delay itself. Works for healing damage or bleeding.
3.) Pretty much same idea as #2, but sets up a dedicated period of no-delay healing? Example: If I activate /quickheal, I get 5 seconds of delay-free heals.
4.) A temporary burstRun/healDamage/+50 Terrain Negotiation combination? This would go obsolete at the combat medic level, however.

Negatives for balancing:
1.) Mind damage.
2.) Mind wounds.
3.) Partial/complete depletion of specials bar(s).
4.) Temporary reduction in speed of specials bar recovery. Or temporary halt in special bar recovery.

= Andrew
Chilastra.Palacek



I really like this idea.





RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

NJ62
Mon Nov 22, 2004 9:28 pm
#5

I would suggest that instead of wounds, make it so that the quickheal does a lot of good, with minimal negative effects, but is on a 15 minute timer, so it can only be used in dire emergencies. That way you "save" it for when you're in trouble.



n'Jessi
former correspondent, former player

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Zaax
Tue Nov 23, 2004 12:09 am
#6






MasterNerfSlayer wrote:


What if, after the CU, that it healeda large portion of not only your HAM, but the specials bars too? There of course would have to be a significant cost to this action, like 50 mind wounds and 100 BF... but would that not be suddenly useful to medics?





i like it. sorta like the CM healing mind - they can do it, but they incure a penelty. good idea. it would make it well balanced, this is assuming of course that the "spechal bar" will have no stim pack of its own...




p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
BraindG
Tue Nov 23, 2004 12:52 am
#7



I recon the higher the cost to yourself, the less usefull you will be come in battle .
I mean, say your the only MD, out with say 5 other people. Some get poisoned, others get wounded in otherways.


You quickheal them them all once, thats 250 mind wounds, and 500BF..
500BF, means your secrewed for Buffing and healing.
250 Mind wounds means that your limited in healing etc.


but, ive just had a thought. does this mean, that... perhaps... /shock-stun... we would have to have a dancer/musician with us while we go out?

Message Edited by BraindG on 11-23-2004 12:29 AM




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1110011110001101100101BraindG010101011011011101000
01101000110Master Doctor Master Swordsman 0100110001
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MasterNerfSlayer
Tue Nov 23, 2004 3:39 am
#8

I should have just posted a link to the post in the Medic forum instead of copying it here. Jagii came up with a better idea that I really like, and that is possibly making quickheal give bonuses to injury wound treatment (and/or speed too).


I don't think the devs will go for anything that heals the special bar at all, but it was just something I'd like to put out there, though it seems to be coming to the fore now that there are more people making use of QuickHeal than I've been lead to believe.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Brainplay
Tue Nov 23, 2004 6:31 am
#9






MasterNerfSlayer wrote:


Most people say Quick Heal is a pretty useless command, in that nobody ever uses it because it only heals damange but causes you wounds and current stims are better than it by a country mile (and other numerous complaints I've heard and can't remember).


What if, after the CU, that it healeda large portion of not only your HAM, but the specials bars too? There of course would have to be a significant cost to this action, like 50 mind wounds and 100 BF... but would that not be suddenly useful to medics?


I'm just looking at alternative ideas to make this command more useful to the majority of medics out there.






The viability would depend on the specials bar, its regen factor, and its necessity. The wounds and BF amount you list is pretty high and it looks an awful lot like our current /mindheal which is used very sparingly. No I don't see anything useful about a skill that causes harm to use. I'd rather have that ability in a stim form or if necessary on a medium timer with no harmful side effects. If some people are intent on keeping something that dishes out BH and mind wounds then make the ability cure all wounds and damage in one use. Make the skill worth it.



p.s.- Hurry up and beat the dev's into making stimB's higher on the medic tree. Whats the point of putting stimA's in the same box?






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

vortexala
Tue Nov 23, 2004 8:38 am
#10






NJ62 wrote:
I would suggest that instead of wounds, make it so that the quickheal does a lot of good, with minimal negative effects, but is on a 15 minute timer, so it can only be used in dire emergencies. That way you "save" it for when you're in trouble.





I like this idea. Will think on it more later.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
NJ62
Tue Nov 23, 2004 8:43 am
#11

Under my proposal the heal would have to be instantaneous. You woudl hit the button and it would just do it, bypassing the combat queue. It might be nice to have a group quickheal, on a longer timer. This is not really my idea, but the way it worked in daoc, which I thought was very practical.



n'Jessi
former correspondent, former player

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UTech
Tue Nov 23, 2004 9:18 am
#12

All great ideas, I like the idea of using multiple stims at once, and having it on a timer. Another option, don't know how this would pan out, but if the /quickheal could heal a lot of damage perhapsat the expense of additional patient wounds as well as the specials pool drain on the medic/doc. Sort of like battlefield surgery, cut through whatever tissue you need to, quickly, to get to the part you need to to save the life. Fixwhat you cut throughlater.



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NJ62
Tue Nov 23, 2004 9:27 am
#13

Giving the patients wounds makes a lot of fictional sense. However it may be problematic because there are ways in which that could be used for griefing. There would have to be so many safeguards put in that I'm not sure it would be a practicable system.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
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