Medic Archive

Thread: Healing over Time, an Interesting Idea

Swiftblue
Fri Sep 12, 2003 2:31 pm
#1

Make all forms of Healing a HoT *Heal over Time* Say a stimpack B heals for 300-300... Well, for every 100 points of healing add one second to the heal over time... so it would take three seconds for a medic to heal a person 300-300 points... And as the medic advances, adjust the Rate of Time for healing....


To Make this even better, REMOVE the waiting period between heals, the medic must complete his last heal before he can start a new heal...


If the Medic is hit, there is a High Chance of them ceasing to heal their target... This chance lowers with Higher Skill levels... The target must stay in range for healing to continue, if they move out of range the healing stops and the medic can start a new healing process...



I dont like seeing the whole Everquest insant heal in a Star Wars game...



It would put a balance on PvP very quickly, why? Because Doctor mixed withPistoleer/Carbineer/etc wont need to be takin out via Mind Pool, it would put some use back into Carbineer and Pistoleer in PvP as well...



Pistoleer would be able to focus on the health pool and defeat opponent



Carbineer would be able to focus on the action pool and defeat opponent



Rifleman would be able to focus on mind and defeat the opponent...



Bounty Hunters would have access to All HAM bars thus keeping the versatility...



Why? Because no INSTANT FULL HEALTH... rather, Healing over Time Via a medic...



I am soo digging this..... And sure, it IS a Dramatic CHANGE... BUT the game overall will benefit from it... Soloing High-level creatures will be rare, it will encourage grouping and tactics and teamwork... Not only that, but it will balance out PvP very very well...


People were not meant to Solo High-end creatures, and Mind was not meant to be the only super effective pool via PvP...


I like it, I dunno bout anyone else...




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"Tie Cockpits are the most abundant resource in the Galaxy next to Hydrogen and Stupidity."
Moshi-Eclipse
Fri Sep 12, 2003 3:05 pm
#2

you'd much rather see the UO timed heal?



/check
/faint
/Moshi
Swiftblue
Fri Sep 12, 2003 3:09 pm
#3

Nothing like UO, in UO you have to wait about 18 seconds, and then you get health in one concentrated blast...



what I am proposing is Health over Time, over a period of x time x amount has been healed... So the bar raises continually.




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"Tie Cockpits are the most abundant resource in the Galaxy next to Hydrogen and Stupidity."
Moshi-Eclipse
Fri Sep 12, 2003 3:58 pm
#4






Swiftblue wrote:

Nothing like UO, in UO you have to wait about 18 seconds, and then you get health in one concentrated blast...



what I am proposing is Health over Time, over a period of x time x amount has been healed... So the bar raises continually.






waiting 18 seconds means yer dex is low, your healing is low, and youa re healing yourself. if you heal someone else with norm. dex/healing it's like 2 seconds I had more to say to that but the forum threw a fit and all that came out was the UO thing, sorry but i'm not really interested in typing that again :-(



/check
/faint
/Moshi
Elenora
Sat Sep 13, 2003 2:52 pm
#5

how would this effect CMs then? do they have effective heal "auras" of 50-60m?!



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Swiftblue
Sat Sep 13, 2003 3:01 pm
#6

Think of any way useful to implement it for a CM... I am just giving a general idea... It would work the same way only increased range.




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"Tie Cockpits are the most abundant resource in the Galaxy next to Hydrogen and Stupidity."
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