Medic Archive
Thread: Healing Incapacitation
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Jagii
Fri Oct 22, 2004 10:27 am
#1
I'll throw this idea out for the sake of realism and increasing the usefulness of /drag. I just want to hear feedback and MAYBE sometime in the future something will be done about it. What I propose is reducing healing's effectiveness when healing an incapacitated player and having a minimum incapacitation timer.
For example, I'm in a group and one of my groupmates falls incapacitiated. Common sense would dictate that I pull the guy out and heal him in a safer area, but there's pretty much nothing in the game mechanics to encourage this kind of behavior. Like I said, if a minimum incapacitation timer was implemented (like maybe 10 seconds or something), then it would be imperative that I drag the guy away as quickly as possible to prevent any possible deathblows.
Next issue: As it stands, if a player is incapacitated, a medic or doctor could instantaneously bring his health and action back up to 1,000+ and the guy can be back in the fray in no time. Again, if we consider common sense, this is ridiculous. I propose that when healing a guy out of incapacitation, your medicine's effectiveness should be DRAMATICALLY reduced (like to 10% or less) for a short time (30 seconds?) on that character. That way, it is still important that you have healed the guy in a relatively safe place.
If these two ideas are implemented, I think there would be a renewed emphasis on keeping your group members alive and well, instead of this feeling of "oh he's incapacitated, no big deal." Because as it stands, being incapacitated isn't really a big deal at all except when you're mind-incapactiated.
I think this could even increase the usefulness of doctors, especially when their ludicrous buffs are reduced. I think an doctor should be able effectively ignore these "incapacitation timers" and "reductions in healing" if they had the necessary skills and the right equipment.
It's just an idea. Feedback would be appreciated. Do you think this is something that the developers would be willing to pursue sometime in the future (AFTER the major fixes, of course), or would you think that the inevitable whiny player outcry would be too strong?
= Andrew
Chilastra.Palacek
For example, I'm in a group and one of my groupmates falls incapacitiated. Common sense would dictate that I pull the guy out and heal him in a safer area, but there's pretty much nothing in the game mechanics to encourage this kind of behavior. Like I said, if a minimum incapacitation timer was implemented (like maybe 10 seconds or something), then it would be imperative that I drag the guy away as quickly as possible to prevent any possible deathblows.
Next issue: As it stands, if a player is incapacitated, a medic or doctor could instantaneously bring his health and action back up to 1,000+ and the guy can be back in the fray in no time. Again, if we consider common sense, this is ridiculous. I propose that when healing a guy out of incapacitation, your medicine's effectiveness should be DRAMATICALLY reduced (like to 10% or less) for a short time (30 seconds?) on that character. That way, it is still important that you have healed the guy in a relatively safe place.
If these two ideas are implemented, I think there would be a renewed emphasis on keeping your group members alive and well, instead of this feeling of "oh he's incapacitated, no big deal." Because as it stands, being incapacitated isn't really a big deal at all except when you're mind-incapactiated.
I think this could even increase the usefulness of doctors, especially when their ludicrous buffs are reduced. I think an doctor should be able effectively ignore these "incapacitation timers" and "reductions in healing" if they had the necessary skills and the right equipment.
It's just an idea. Feedback would be appreciated. Do you think this is something that the developers would be willing to pursue sometime in the future (AFTER the major fixes, of course), or would you think that the inevitable whiny player outcry would be too strong?
= Andrew
Chilastra.Palacek
Chaosium_451
Fri Oct 22, 2004 2:22 pm
#2
I'm not sure I like this idea. It does put more emphasis on the medic keeping people on their feet. But enforcing a downtime after DB seems a little harsh to me. Getting up quickly after an incapp is one of the reasons people want medics around int he field, in my experience. And if I invest the time / resources / effort to get 1000+ stimpacks, I'd want them to perform as expected. 
I've seen plenty of uses for the /drag and used it a lot with groups fightingmobs (especially DB mobs). I do haul the incapped player to a safe place and heal them there, relatively secure, so they can get back into the fight. I think of it as tank support (as in supporting the tanks). I don't PVP, but I sure see how /drag would be a big asset there as well. You fire off a heal, and you know the next heal isn't going to arrive in time. So you /drag once your target gets dropped and save him the DB, also buying yourself some time to get another heal off.
I don't see a problem with how it works now.
Jagii
Fri Oct 22, 2004 3:45 pm
#3
I'm not saying there IS a problem, besides my slight unsatisfaction with how unrealistic the current system is. I do realize that it is not realistic and IS NOT intended to be realistic, but in my mind I think adding a slight (and I mean SLIGHT - a totally realistic system would certainly not be beneficial) touch of realism might be nice. That's all.
= Andrew
Chilastra.Palacek
= Andrew
Chilastra.Palacek
Chaosium_451
Fri Oct 22, 2004 4:31 pm
#4
I do agree with you there, sir.I'm not sure how possible (realistic?
) it would be to do something like this,given the combat systems in MMOG's. Realistically, if you die you should die too.
And getting the crap pounded out of you should take days to heal, not seconds. I'm not sure how many people would like to sit in a med centre for days getting healed up though. *I* would, but I'm a role-playing freak. 
Message Edited by Chaosium_451 on 10-22-2004 06:31 PM
Jagii
Fri Oct 22, 2004 9:24 pm
#5
Yeah, I know what you mean. That's what I meant when I said that realism would be bad for the game. It's also why I kept both timers I mentioned half a minute long or shorter. But perhaps 30 seconds is even too long for the general online gaming community?
= Andrew
Chilastra.Palacek
= Andrew
Chilastra.Palacek
MasterNerfSlayer
Sat Oct 23, 2004 7:55 am
#6
Keep in mind that the combat balance is coming soon, buffs and heals are going to be hit with the balance stick...
MasterNerfSlayer
Thu Oct 28, 2004 9:07 pm
#9
*Grabs the Balance stick while Agent is down and beats him back with it*
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