Medics
KuddlyKalli
Yuggera Country Join Date: 2010-12-23 Member: 75905Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
<div class="IPBDescription">To encourage squad-play</div>So I read that UWE is looking for ways to encourage marines to stick together, in addition to being able to repair each other's armour. So I thought a medic might help with that. Here's what I propose:
At the armory (advanced?) a marine can choose to swap their primary weapon (rifle/shotty etc) for a Trauma Kit or something. To use, they point this at a nearby teammate and hold the fire button to channel a slow regeneration of that ally's health, in a manner similar to the terran medic in StarCraft 2. The reason for it being slow is so that the commander's medpacks are not made redundant, especially in combat. But this would save the comm some res while giving the marines someone to stay with.
Thoughts? Suggestions?
At the armory (advanced?) a marine can choose to swap their primary weapon (rifle/shotty etc) for a Trauma Kit or something. To use, they point this at a nearby teammate and hold the fire button to channel a slow regeneration of that ally's health, in a manner similar to the terran medic in StarCraft 2. The reason for it being slow is so that the commander's medpacks are not made redundant, especially in combat. But this would save the comm some res while giving the marines someone to stay with.
Thoughts? Suggestions?
Comments
How about you slowly heal if you're near your squad members. a) promotes teamwork and b) makes squads useful.
How about you slowly heal if you're near your squad members. a) promotes teamwork and b) makes squads useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
that would be over powered, theres already plenty of reason to promote teamwork, for example running off alone without backup = dead marine for anything over a skulk normally.
<a href="http://www.youtube.com/watch?v=EvPeT-1QDPk" target="_blank">http://www.youtube.com/watch?v=EvPeT-1QDPk</a>
<!--quoteo(post=1862937:date=Jul 23 2011, 09:42 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Jul 23 2011, 09:42 PM) <a href="index.php?act=findpost&pid=1862937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that would be over powered, theres already plenty of reason to promote teamwork, for example running off alone without backup = dead marine for anything over a skulk normally.<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't have to be a lot of healing. Something like +1hp/10s or so would be good. Slow, but useful for people who stick together a lot.
the armory and medpacks.
I should be able to make lesser lifeforms fall to the ground, ie. skulk, gorge and lerk.
It should only have medium range, kinda like spikes and bilebomb.
To be able to break free you simply have to bite, spit or spike your way out. This should be made very easy, one or two bites.
As others say, we already have medpacks and armory.
the armory and medpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
I dislike the comm ammo/med/catalyst pack drop system. Its fairly tedious micro that is frequently ineffective at what its suppose to do (i.e. how many times have you dropped med/ammo packs that marines don't pick up because they either a) die or b) don't run over them). There are much better ways of implementing this (e.g. see the op)
IMO, the comm should be about the team strategy (tech path, structure placement, organizing general defensive and offensive goals) and squads should be about team tactics (healing/ammo/catalyst, defining player roles with repairing/covering, attacking method and weapons).
I think this has been adressed more than enough before. NS2 is going to have some ridiculously hard time being a meaningful strategy game with all the limitations the FPS side adds. You've got a limited amount of units that all need to have their fun needs catered all game long. If anything NS2 seems to prioritize individual fun even further by the individualistic res model.
I can live without the RTS micro/macro mechanics even if I find them quite enjoyable. However, I don't want NS2 commanding to be an experience where I have some a few shallow strategical decisions to make and the rest of the round spent passively watching the game.
If they all had a larger activation radius they'd be easier to drop. Then of course the problem is which player gets the effect if it isn't the one that directly collides with it? Well, why not have them effect everyone nearby, or in a squad. Increases their efficacy, which will probably be needed, since we can't reduce their price any more.
I'm not advocating that it should be either. I just think the comm should be more about organizing and executing specific strategies (involving tech paths, build orders, structure placements, and unit orders) than med/ammo/catpack twitch gameplay.
As for Cats. and ammo, I'd say a beacon might work there too, but I don't see ammo spammed quite as badly, and Cats. aren't out yet, of course.
I would keep it simple and just allow the marine with the trauma kit to drop a medpack at a cost of 2 pres (w/ a delay between each drop), or simply an upfront cost of 10-20 pres for the trauma kit. It won't replace a commander medpacks since the commander can drop them anywhere on the field much easier and doesn't have to worry about getting killed in combat while dropping them. Plus if the 'trauma kit' costs lets say 5-10 res to purchase and 2 pres to drop, a commander's medpacks are more pres efficient.
It's called an armoury.
There isn't actually a need for medpacks. Usually you're either alive or dead, and if you find yourself in the situation where you are part way between the two you're as good as dead anyway.
I've personally never found med packs to be useful both commanding and on the ground. If I'm on the war path I'll either successfully kill an enemy with little or no damage, or I'll be killed by an enemy. If in the rare situation I find myself low on health I'll make my way to the nearest armoury or use my body as a distraction/cannon-fodder. That said, if a marine asks for medpacks I will deliver or if there is a squad of marines holding an area that has no power I'll give them a pile of medpacks to use until I can get an armoury up.
I would keep it simple and just allow the marine with the trauma kit to drop a medpack at a cost of 2 pres (w/ a delay between each drop), or simply an upfront cost of 10-20 pres for the trauma kit. It won't replace a commander medpacks since the commander can drop them anywhere on the field much easier and doesn't have to worry about getting killed in combat while dropping them. Plus if the 'trauma kit' costs lets say 5-10 res to purchase and 2 pres to drop, a commander's medpacks are more pres efficient.<!--QuoteEnd--></div><!--QuoteEEnd-->
Individually purchasable med kits sounds like a great idea to encourage and ensure that Marines stay together! It would also solve the scaling issues with resources. The new Med Kit would have to be quite expensive (~10 pres), or it would be too widely available, and make Marines too tough to kill.
Maybe, the Marine Commander could be given an ability to heal Marines in an AOE that costs Team Resources as well, which would scale based on team size.
(Edit: Actually, I think the Marine Commander should retain his ability to drop med packs, in similar fashion to weapons. But the he/she has to pay full price, just like any other Marine. The purpose of this is so Marines can look after each other better, rather than relying the Commander to babysit them.)