Medics

KuddlyKalliKuddlyKalli Yuggera Country Join Date: 2010-12-23 Member: 75905Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
edited July 2011 in Ideas and Suggestions
<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?

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    TF2?

    How about you slowly heal if you're near your squad members. a) promotes teamwork and b) makes squads useful.
  • KuddlyKalliKuddlyKalli Yuggera Country Join Date: 2010-12-23 Member: 75905Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    For the record, I've never played TF2 so I have no idea how that works. lol
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1862917:date=Jul 23 2011, 10:37 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 23 2011, 10:37 PM) <a href="index.php?act=findpost&pid=1862917"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->TF2?

    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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1862927:date=Jul 23 2011, 08:25 PM:name=Kallistrate)--><div class='quotetop'>QUOTE (Kallistrate @ Jul 23 2011, 08:25 PM) <a href="index.php?act=findpost&pid=1862927"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For the record, I've never played TF2 so I have no idea how that works. lol<!--QuoteEnd--></div><!--QuoteEEnd-->

    <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.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Marines can already repair teammates' Armor. I think if anything, distributing Health from Medpacks across all Squad mates is a much simpler solution that achieves (more or less) the same result.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    i like the fact that this is the commanders responsiblity. what do we need medics? we have
    the armory and medpacks.
  • SomeMiceDrinkingTeaSomeMiceDrinkingTea Join Date: 2011-06-11 Member: 103818Members
    edited July 2011
    What if the Commander's area of sight is larger if there are more Frontiersmen grouped close together. Four Frontiersmen will allow the Commander to see more of the room that they are in as apposed to two.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited July 2011
    If we really need another weapon to encourage squad play. I think it should be some kind of a net attachment to the rifle, that have one charge that can be refilled at the armory or by a ammo pack.
    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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1862946:date=Jul 23 2011, 10:35 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Jul 23 2011, 10:35 PM) <a href="index.php?act=findpost&pid=1862946"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i like the fact that this is the commanders responsiblity. what do we need medics? we have
    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).
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1863235:date=Jul 25 2011, 08:15 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 25 2011, 08:15 AM) <a href="index.php?act=findpost&pid=1863235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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).<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Wouldn't making the MedPack a little more forgiving alleviate the tedium of the micromanaging Med/Ammo/Cat-packspam?

    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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1863239:date=Jul 25 2011, 12:44 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jul 25 2011, 12:44 AM) <a href="index.php?act=findpost&pid=1863239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    I recall a suggestion months back about changing the medpack to a short term heal over time beacon to make placement less spammy, because honestly, why does it have to be spammed generally to be effective? That's just a lot of busy work. Slap a slightly higher pricetag on it to compensate and make it do more, easier, with each placement. It'd also keep from being immortality if you kept it from stacking rather than what a big pile of meds will do. Granted that's costly and generally silly to do.

    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.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited July 2011
    I approve of a medic type item. It would not only help encourage squads sticking together, but also help alleviate the problem of commander running out of pres in larger games. Plus in larger games, comms can't micro every squad as effectively. I hate the constant running back to armory, which slows down action and splits up squads. I'm hoping average Joe marine will think twice before running back to the armory every time he gets a scratch, and realize his squad can patch patch him up on the field just as quick.

    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.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <!--quoteo(post=1864021:date=Jul 28 2011, 01:00 AM:name=Kurrine)--><div class='quotetop'>QUOTE (Kurrine @ Jul 28 2011, 01:00 AM) <a href="index.php?act=findpost&pid=1864021"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I recall a suggestion months back about changing the medpack to a short term heal over time beacon to make placement less spammy<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    Nah, there are enough encounters will spore gas and hydras alone to warrant it. Plus a good chunk of successful encounters with skulks leave you with a bite or two, even if its not the majority of encounters. Running back to armories even as distraction/cannon-fodder is exactly what I want to avoid. Your teammates will thank you for sticking around and continuing the attack/push.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    <!--quoteo(post=1864897:date=Jul 30 2011, 07:39 AM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ Jul 30 2011, 07:39 AM) <a href="index.php?act=findpost&pid=1864897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I approve of a medic type item. It would not only help encourage squads sticking together, but also help alleviate the problem of commander running out of pres in larger games. Plus in larger games, comms can't micro every squad as effectively. I hate the constant running back to armory, which slows down action and splits up squads. I'm hoping average Joe marine will think twice before running back to the armory every time he gets a scratch, and realize his squad can patch patch him up on the field just as quick.

    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.)
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    edited July 2011
    How about if the commander gave certain high-performing marines med and ammo packs that they could themselves distribute them to lesser buddies?
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