Medic Archive
Thread: Came up with an interesting idea
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NatakuValentine
Mon Sep 01, 2003 8:47 am
#1
I was just hunting out near Kor Vella when I was incapacitated by a swooper leader while pressing the "Heal" button for my Stim Ds, and it took so long to use thatI was incapacitated. I'm sure this has happened to alot of you, but there's nothing to do about it, right? Wrong. If we can get other incapacitated players to "come-to" after they're knocked out, why not ourselves? My idea is to implement some sort of "time release" attachment for medic stims. Basically, you'd use it like a normal stim, but it wouldn't take effect until the set time ran out. Going against a tough mob? Attacked by an aggro creature you KNOW will beat you? Get attacked by the opposite faction but want to reduce the risk of deathblow? Then pop a time-released stim before you go into combat, or right when you get attacked. Of course, higher level Doctor's with Doctor Crafting skill should be able to set their own timers, but lower level medics would have 3 versions: 10, 20, and 30 second releases. It's a sure-fire way to keep your medic alive in battle, and to keep yourself a live in the field while healing others.
Ldwater
Mon Sep 01, 2003 9:23 am
#2
Mmm, nice idea. If I had a dollar for each time I, or a team mate was lagg killed, I would be a very rich man ![]()
I like the idea, but I dont see it making it into any release any time soon, first they have got to add the heal command into the combat queue. Some people also say that using Peace before a heal in a macro works well as peace clears the combat queue ![]()
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