Medic Archive

Thread: Factional Wound/Damage Healing

TheRockStar
Mon Mar 14, 2005 8:25 am
#1

Hiya

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,



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Obata
Mon Mar 14, 2005 8:40 am
#2

Allowing for invulnerable healers would be very bad for the game. I know the new faction system makes it harder to start out as a medic, but it's MUCH better than the old TEF system. Civilian medics can still heal faction aligned players who go on leave. It would be a bigger problem if changing from spec forces or combatant to on-leave took a significant amount of time, but it doesn't.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Travin64068
Mon Mar 14, 2005 8:45 am
#3

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.


  1. Med Centers are Neutral

  2. Cannot Enter a Med Center less than 60 seconds after GCW combat

  3. Cannot Enter GCW combat less than 30 minutes after Entering a Med Center

  4. Combat cannot bestarted while inside a Med Center

  5. Duels cannot be started while inside a Med Center.

- Travin




Travin Greytin - Master Doctor - Master BE (12 point)
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Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
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TheRockStar
Mon Mar 14, 2005 8:58 am
#4

Now that would make a lot of sense



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TheRockStar
Mon Mar 14, 2005 9:03 am
#5



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.



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Kryxal
Mon Mar 14, 2005 9:19 am
#6






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.


  1. Med Centers are Neutral

  2. Cannot Enter a Med Center less than 60 seconds after GCW combat

  3. Cannot Enter GCW combat less than 30 minutes after Entering a Med Center

  4. Combat cannot bestarted while inside a Med Center

  5. Duels cannot be started while inside a Med Center.

- Travin





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?




...has mastered the Pilot profession

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Obata
Mon Mar 14, 2005 9:36 am
#7






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.




Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
TheRockStar
Mon Mar 14, 2005 9:44 am
#8

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



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Obata
Mon Mar 14, 2005 9:56 am
#9






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.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
TheRockStar
Mon Mar 14, 2005 10:03 am
#10

Okay fair enough, I see your point



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Jagii
Mon Mar 14, 2005 11:37 am
#11

I happen to think that the current system is fine. However, I do feel that it wouldn't be unreasonable to tweak it when it comes to wound healing in medical centers, since new medics are already hit hard by the lack of missions and low player tip rate.

= Andrew
Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
MyT_Chicken
Mon Mar 14, 2005 11:59 am
#12

And if your looking for more to read about this "issue" please click here.






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Combat_Medic_to_be
Mon Mar 14, 2005 12:16 pm
#13

While I like Travins idea I think it would be equally potent to simply allow the healing of wounds of combatants by civilians and those on leave. Leave dmg unhealable as this stops the whole invulnerable medic problem. Making wounds healable would give medics an easier time and would take up much less development time to implement.



Jendi Akasce - Nevaeh
A carebear tumbleweed

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