Medic Archive
Thread: Factional Wound/Damage Healing
I can't spot this but I'm sure it must be raised somewhere, just had a flick through the top issues though and nothing...so...
What's the feeling on the GCW changes as relates to healing factional players?
I know a few neutral players that have just started their adventures and they've asked for tips on advancing through medic - but have encountered the problem with not being able to heal the wounds or damage of combatants.
I understand that in essence if this were possible, combatants could set off with their own personal medics who would be at no risk, to advance in their faction ranks... personally I actually think this would be a great move were it to happen - it wouldn't interfere in pvp, (assuming that spec forces would not be healed by non-faction aligned) and it would actually encourage a little bit of interaction and grouping - I imagine a scenario whereby people are asking for medics, perhaps even offering to hire them, whilst they go out faction hunting at no risk to the medic.
This in my opinion is a much better scenarion that using afk tumblers, mainly as it encourages interaction. I would guess that there are flaws to the plan there somewhere, any feedback?
thanks,
- Med Centers are Neutral
- Cannot Enter a Med Center less than 60 seconds after GCW combat
- Cannot Enter GCW combat less than 30 minutes after Entering a Med Center
- Combat cannot bestarted while inside a Med Center
- Duels cannot be started while inside a Med Center.
- Travin
Obata wrote:Allowing for invulnerable healers would be very bad for the game
Plus I'm still unsure of this... I would appreciate if you could paint a scenario of how this could be exploited or cause problems? I ask this with respect as I appreciate the input you put into the profession forums.
This I like ... the attitude of many doctorsshould be"I'm here to heal you, everything else is secondary". One thing ... you mean 30 seconds, right?
Travin64068 wrote:
I would like a scenerio where a combatant can enter a Med Center and be automatically On Leave status. This would then allow all medics to heal all wounds. There would have to be some restrictions on this. This would also make the Med Centers useful again.
- Med Centers are Neutral
- Cannot Enter a Med Center less than 60 seconds after GCW combat
- Cannot Enter GCW combat less than 30 minutes after Entering a Med Center
- Combat cannot bestarted while inside a Med Center
- Duels cannot be started while inside a Med Center.
- Travin
TheRockStar wrote:
Obata wrote:
Allowing for invulnerable healers would be very bad for the game
Plus I'm still unsure of this... I would appreciate if you could paint a scenario of how this could be exploited or cause problems? I ask this with respect as I appreciate the input you put into the profession forums.
Ok, an example of the impact this would have would be with PVE faction bases. The NPCs guarding those things are very tough. If a squad of Imperials could use some civilian healers, they wouldn't need to worry about the healers getting killed. The number of bases for each faction determines who controls each planet. As a rebel combatant, I could take on Dark Nova Troopers, and the like by myself (as a doc/cm, that's saying alot) so long as I had a civilian medic to heal me.
Healers have to be subject to the same danger as the rest of their group. If they aren't, the gamebecomes way too easy.Using civilian healers would become the norm for all PVE combat, just as it would for PVP if that were allowed.
They're there to be killed, and again it encourages some grouping up... the main downside I guess would be that such npcs could drop high end loot - I'm not totally sure on the frequency and quality of the drops to be honest though. Could it definetly be done too? I mean having spent some time testing the new bases when they came out, I found it very hard to get less than three or four npcs attacking me at once - and even with a healer I suspect I'd struggle to solo this - so a group size of 2 or 3 at least plus a healer may be needed... which I think would be a nice thing?
Working from the point of view that NS hunting groups needn't have more than 2 people...
Message Edited by TheRockStar on 03-14-2005 04:44 PM
TheRockStar wrote:
I agree that yes this may be possible... I'm just not so sure I feel it's the worse thing?
They're there to be killed, and again it encourages some grouping up... the main downside I guess would be that such npcs could drop high end loot - I'm not totally sure on the frequency and quality of the drops to be honest though. Could it definetly be done too? I mean having spent some time testing the new bases when they came out, I found it very hard to get less than three or four npcs attacking me at once - and even with a healer I suspect I'd struggle to solo this - so a group size of 2 or 3 at least plus a healer may be needed... which I think would be a nice thing?
Working from the point of view that NS hunting groups needn't have more than 2 people...
Message Edited by TheRockStar on 03-14-2005 04:44 PM
I think you missed my point. Invulnerable healers would make it MUCH easier to destroy PVE bases, thereby shifting control of planets. Those abses aren't just about camping NPCs for FP or loot, they actually affect the GCW as a whole. If they became easier to take down, it would basically make them useless. Making PVE bases useless negates an entire feature of the GCW. You don't think that the bases already encourage grouping? You're proposal would result in most healers staying civilians so that the only risk they ever face is in non-factional combat, unless they are into PVP. You're basically talking about the healers being in 'God mode' except that they wouldn't be able to attack. Any time a player can participate in combat, even in a pure healing role, that player must be subject to attack. There's really no way around that.
= Andrew
Chilastra.Palacek