Medic Archive
Thread: Thunderheart's 19 Answers June 10 2004
Medic
Medics are interested in seeing a share of Faction Points in the same way that we are getting Combat XP. It is considered inappropriate that a medic professional would be out in the field and, being unable to assist in taking out an opposing faction NPC or player (because they are healing those who are doing so), they will not gain FPs and so will progress much more slowly in faction gains, while providing at least as valuable a service as the person providing the offensive capabilities. Other considerations have included gaining FPs for healing Overt faction members, especially considering the dangers involved in gaining a TEF in this manner in a place that is known for finding unsuspecting TEFed characters i.e. The Med Center.
Message Edited by MasterNerfSlayer on 06-13-2004 03:50 AM
SioBabble wrote:
This is another example of the screwed up risk/reward ratio that permeates this game.
If we get a TEF for healing someone, we should get a cut of the FP, end of discussion.
Too bad the devs can't see the elegant simplicity of the concept. The coding seems to be the big issue.
The problem is implementation, SioBabble. For example, imagine you have a 2-1 battle, a Master Pistoleer against a Master Pistoleer and a medic. The medic heals and saves the day, how much faction should he get? What about a 5-3 battle with 4 pistoleers and a combat medic versus 3 novice brawlers. The master pistoleers have everything well in hand, but the combat medic area stims everybody just to get faction. How much faction should he get?
If you are just calculating damage (such as in PvE), or deathblow (in PvP), it is easy to determine how much everybody helped. But with healing there are so many externalities, it is hard to judge how important everything was. In an extreme case, I can imagine a combat medic spamming area stims to farm faction, for example.
If you can come up with a simpleand elegant way to divide up faction, I'm sure the devs would love to hear it. ![]()
That being said, I guess one way would be to give everybody who is appropriatelyfactionally aligned in a party an equal share of the faction if somebody earns some. There is probably a problem with that somehow, but off hand it might work... ![]()
SioBabble wrote:
How do they deterimine how much combat XP you get from healing in combat?
Just apply that forumula to the FP allocation.
jfang wrote:
MasterNerfSlayer wrote:
My suggestion to the devs was 1% of the heal. That should lead to 0 < x < 10 faction points roughlyper heal, about the same as what you get for killing a factional npc.
What do you mean "per heal"? You mean when you heal a TEF or overt party member, or heal them in combat?
It shouldn't be per heal, in that I can easily imagine a combat medic giving a health and action poison to a party, then spamming area heals. Even if you only got 1 faction point per party member healed, that would still net you 9000 faction in an hour with 10 party members (although cost a lot of resources). A novice medic could also afk macro faction as well, although to a lesser degree. The same problem exists in "real combat", where a healer could abuse the system and get excessive faction points (possibly at the expense of party members, depending on how it is set up).
Linking it to combat experience seems like a better idea. If only we knew how combat experience for healing is determined...
MasterNerfSlayer wrote:
My suggestion to the devs was 1% of the heal. That should lead to 0 < x < 10 faction points roughlyper heal, about the same as what you get for killing a factional npc.
What do you mean "per heal"? You mean when you heal a TEF or overt party member, or heal them in combat?
It shouldn't be per heal, in that I can easily imagine a combat medic giving a health and action poison to a party, then spamming area heals. Even if you only got 1 faction point per party member healed, that would still net you 9000 faction in an hour with 10 party members (although cost a lot of resources). A novice medic could also afk macro faction as well, although to a lesser degree. The same problem exists in "real combat", where a healer could abuse the system and get excessive faction points (possibly at the expense of party members, depending on how it is set up).
Linking it to combat experience seems like a better idea. If only we knew how combat experience for healing is determined... ![]()
This was a good idea, but I would like to see something done that would help all medics. Not just the ones that are involved in the CGW. I have heard of about half a dozen other issues that would help ALL medics. Medic Missions, Fix /medicalforage, healing range, turn off auto attack, medic clothing (like white coat with red cross on it), Medic Quests, /diagnose refresh, Allowing /healdamage and /healwound use packs from backpacks, /follow range, and there are plenty more.
I have no problem with Faction points for healing, but TH's response tells us to drop it for now. Maybe we should think about something that will help all medics.
- Travin
Travin64068 wrote:
This was a good idea, but I would like to see something done that would help all medics. Not just the ones that are involved in the CGW. I have heard of about half a dozen other issues that would help ALL medics. Medic Missions, Fix /medicalforage, healing range, turn off auto attack, medic clothing (like white coat with red cross on it), Medic Quests, /diagnose refresh, Allowing /healdamage and /healwound use packs from backpacks, /follow range, and there are plenty more.
I have no problem with Faction points for healing, but TH's response tells us to drop it for now. Maybe we should think about something that will help all medics.
- Travin