Doctor Archive
Thread: Resuscitation: Would Changes be Good?
Recently I've seen an issue crop up that bristles some fur, even on the relatively hairless species, so let's talk about it.
Covert Doctors rush into battle for their faction, and rescuscitate covert TEF'ed combatants, bringing them back into the fight immediately. Since the dead opponents are no longer TEF'ed, they can be raised without fear of the doctor getting a TEF in turn. Now, on the surface, I don't necessarily have a problem with that, but it's got me wondering if the entire resuscitation power should realistically be an 'instant' power; that is, should it be a quick use power that you resuscitate and heal, allowing you to move on without any significant delay? And beyond that, is the doctor truely intended to be a mobile cloning lab?
I guess I sort of think that something as significant as resuscitation should take more time than a second or two, possibly involving a semi-complex animation of kneeling over a corpse and perhaps a X second timer for resuscitation to complete. Now, X could be whatever is balanced to be...3 seconds, 5 seconds, 10 seconds, or whatever.
Frankly, it's been very convenient in PvE to bring back a companion right away and then hit him witha Stim-E and get him fighting again. Granted, he has lost his buffs (if he had any) but he can usually pop food or stims. But hearing some of the PvP talk about covert doctors and covert TEF PvP'ers, I'm not sure the insta-revive is exactly what was envisioned by the development team.
As for the rezzing a formerly TEF'ed person, what are thoughts on this? Do we think it makes sense that, for instance, turrets can be taken down by a covert fighting it, dying, getting rezzed by a covert doc, continuing to fight, dying, getting rezzed, fighting more, etc? Perhaps I'm just not involved in this process enough, but that seems to me to be bending the intent of the doctor. The quick fix might be extending the TEF flag until the character is respawned instead of ending it when they die. This would make the act of rezzing a covert PvP'er more dangerous...just like healing someone is.
Would a delay and/or extension of the TEF be viewed as a nerf? Or would it be a realistic and justifiable modification to help out balance how PvP works?
Message Edited by AgentDib on 06-08-2004 11:13 PM
Quick and easy fix to the TEF system is to immediately add a TEF to the entire group when any member fires at another factional NPC or PC. It makes the whole group a target when any member fires at another player.
[quote]If your here cause you want to change our rezz skills functionality (slowing soen the application), then you wont get any help from me....[/quote]
I'm not precisely looking for your help. What I was looking for is discussion. The mechanic always seemed a bit forced in my opinion, and I've bee rezzing people for a long time. Hit a key, and the dead is walking again. Doesn't that seem somewhat contrived to you, in a universe where people are supposed to spend hours and days in bacta tanks to heal grevious wounds?
Perhaps I might understand your opinion better if you explain why you think instantaneous rezzing is a good thing.
At least it looks like a few here understand that resuscitating a fallen covert is an issue that should be addressed. ![]()
Erithil wrote:
What I was looking for is discussion.
Sure, but you have mixed two seperate issues. If you want to discuss them, fine, but seperate them and discuss them individually. 1 = TEF issue 2 = Instantaneous rezz
Erithil wrote:
The mechanic always seemed a bit forced in my opinion, and I've bee rezzing people for a long time. Hit a key, and the dead is walking again. Doesn't that seem somewhat contrived to you, in a universe where people are supposed to spend hours and days in bacta tanks to heal grevious wounds?
This isntreal life, thisisnt even really pureStar Wars life. Its a game. You have to do whats fun, not what always makes sense. If you take the view that it doesnt follow what should be in aStar Wars universe, then half of thisgame should be removed/changed. Besides, as was mentioned, there is already a 60 sec rezz sickness on the patient that more than makes up for instantaneous rezz.
Erithil wrote:
Perhaps I might understand your opinion better if you explain why you think instantaneous rezzing is a good thing.
How exactly is it a bad thing? You need to present your case first on why it should be changed. Then I'll defend why it should not. Your example up their has to do with turrets and exploiting the TEF problems, not about the time it takes to rezz someone.
Those other two were commenting about the TEF issue, not rezz delay. Two seperate issues.
Erithil wrote:
At least it looks like a few here understand that resuscitating a fallen covert is an issue that should be addressed.
![]()
Adding more to it as a way to compensate for the well known TEF issues is not the way to solve things.
I certainly don't experience every PvP session on every server, but I have seen and had reports of plenty of battles. Someone said that if a non-TEF doc runs around rezzing people that it doesn't really help their cause to a great extent? Seriously? Returning combatants to a battle, even if unbuffed, can GREATLY impact a PvP engagement. Not to mention that a player attacking a turret can die, lose a bit of faction, then get rezzed and go right back to attacking the turret and the whole time the doctor is never TEF'ed. Surely you cannot think that such a thing is an *intended* design? Am I bent out of shape? Nah. This is just a game and I am simply presenting my thoughts on matters to get some good opinions going back and forth on it and hopefully help make the game better. If the lack of a TEF on a doctor for resuscitating a formerly TEF dead person is the way the game will forever be, I won't lose any sleep. I just think that such a system isn't very good in this game.
Now, I do agree that Combat Medics and their area poisons and diseases can change the landscape of a battle. It might be worth considering the balance of an area of effect poison cure or disease cure, but that wasn't the point of this thread, so I won't digress further on the subject. ![]()
I certainly don't experience every PvP session on every server, but I have seen and had reports of plenty of battles. Someone said that if a non-TEF doc runs around rezzing people that it doesn't really help their cause to a great extent? Seriously? Returning combatants to a battle, even if unbuffed, can GREATLY impact a PvP engagement. Not to mention that a player attacking a turret can die, lose a bit of faction, then get rezzed and go right back to attacking the turret and the whole time the doctor is never TEF'ed. Surely you cannot think that such a thing is an *intended* design? Am I bent out of shape? Nah. This is just a game and I am simply presenting my thoughts on matters to get some good opinions going back and forth on it and hopefully help make the game better. If the lack of a TEF on a doctor for resuscitating a formerly TEF dead person is the way the game will forever be, I won't lose any sleep. I just think that such a system isn't very good in this game.
Now, I do agree that Combat Medics and their area poisons and diseases can change the landscape of a battle. It might be worth considering the balance of an area of effect poison cure or disease cure, but that wasn't the point of this thread, so I won't digress further on the subject. ![]()
I'm fine with the delay, the 60 seconds grogginess and the loss of buff is a good penalty for dying IMO. But to the people who say that rezzing is often useless in PvP, well first you get less wounds and less BF, second it's much better than cloning sometimes 5km away. So it's still useful, even if I wouldn't rez someone overt in a city knowing that the cloning factory is close.
For the TEF I have mixed feelings because even if what you said sounds wrong, it would be too dangerous for a doc to rez at all as you can't know if someone has aTEF or not. But I see your point... Maybe we could get a box telling us we will get a TEF for it, are we sure we want to do that etc. I agree that TEF is a seperate issue, but TEF on rez seems appropriate to discuss here.
I definately see a delay proposal as a welcoming change as well. I have to agree on that.
Bringing someone back to life does in no book of mine seem like someone you can do in an instant. Doing something like a delay on resurrections would seem so much more right.
I woulddefinately approve ofa kneeling animationand after this, I could imagine a bar coming forth, just like the incapitation bar. 60 seconds until resurrection is completely on <individual>.
This would also make it (not only seem more "realistic") an improved balance in large scale PvP battles.
As a side note, I think that there should be a flag of some sort. Ie. a TEF'd/overt player would have this flag 3-5 minutes after being killed. _IF_ a doctor chooses to resurrect that player within that time, the doctor will get a TEF as well.