Ideas to STOP med-spam on marine side ;-)

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited December 2011 in Ideas and Suggestions
<div class="IPBDescription">simple ideas</div>The healing with armory is like aliens and hive healing.
The gorge can heal teammates but he is slow and weak, so he can not walk from one side of the map, to another.
What i want to say, the marine commander can just drop like 20 medpacks on one marine.
I guess the spam is stupid and not needed, the nanoshield is there to help the marine.

idea #1
Whats about a cooldown for medpacks?


for example:
a marine get a medpack, then a icon on his HUD and over his Head apears like:
<img src="http://img208.imageshack.us/img208/822/test1f.jpg" border="0" class="linked-image" />
ok i suck at painting, it would be better visible ingame
<img src="http://img401.imageshack.us/img401/2536/asdasra.jpg" border="0" class="linked-image" />

So he can only get the next medpack after 3 seconds.

Idea #2
whats about SLOW healing?
Like in diablo 2, you know in the most games you got a potion, you use it (drink) and then your health goes SLOW to 100%, thats way better then the medspam i guess.


random idea:
there some drinks dispensers in some maps, why not give the marine like for 1 res a drink which heals 50%? like this animation:
<a href="http://www.youtube.com/watch?feature=player_detailpage&v=gZ1tJPtJ-AU#t=45s" target="_blank">http://www.youtube.com/watch?feature=playe...1tJPtJ-AU#t=45s</a>

Comments

  • WizardHUNWizardHUN Join Date: 2011-10-23 Member: 128903Members
    how can u ask such a thing if u say ,,NS1 was one of the best mods." in your signature...
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Being able to function building your base, gaining your resources, giving orders and then dropping ammo and meds sorts the boys from the men.. the good commanders from the great commanders.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I think add a level of micro managment. so health isn't instant. It isn't for aliens.

    Marines can store up to 2 med packs to use at their discretion.
    Med packs are stored like a weapon slot ( press x key then fire to use )
    A Commander can drop 50 med packs but marines can only pick up and store 2 at a time and must lose use of their weapons by swapping weapon slots to a med pack to heal.

    Make it so marines can also drop them or use them on team mates if they have them stored.

    Like left for dead without the progress bar.
  • VolccisVolccis Join Date: 2011-12-11 Member: 137452Members
    In NS1 this wasn't a problem. Med spam costs alot resources and it needs a good commander to spam medics just on the marines when they are running around. To avoid Med spam try to leap away from marines who are getting med boxes and make another surprise when they are far away from med boxes.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    Why don't medpacks just heal over time instead of the instant health boost marines get now. So a marine picks up a medpack, he begins healing 15 or 20 health a second. Until the first medpack has used up all its nanites, the marine can't pick up another one. This way, if a alien is skilled enough to continually hit a marine, he can still take him down. It also rewards fast acting commanders because the quicker you get them the medpacks the sooner they can heal up and grab another one.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1889820:date=Dec 11 2011, 03:06 PM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Dec 11 2011, 03:06 PM) <a href="index.php?act=findpost&pid=1889820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why don't medpacks just heal over time instead of the instant health boost marines get now. So a marine picks up a medpack, he begins healing 15 or 20 health a second. Until the first medpack has used up all its nanites, the marine can't pick up another one. This way, if a alien is skilled enough to continually hit a marine, he can still take him down. It also rewards fast acting commanders because the quicker you get them the medpacks the sooner they can heal up and grab another one.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because there's nothing wrong with instant-heal medpacks?
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited December 2011
    I tend to disagree. Most situations it isn't, but there are times in which it is clearly abused. When a single marine can be kept up a alive against a multiple alien onslaught because he has, as long as the commander has personal res, infinite health. I don't want a huge gimp like the poster, but a small two second delay between medpack pickups.

    I know, I know: the downfall is it cost resources to spam medpacks. In NS1, this worked because you were affectively choosing between keeping a marine alive or getting an upgrade like a shotgun or jetpack to a marine. With the two res model in NS2, this is almost completely mitigated.
  • SkwareSkware Join Date: 2006-10-31 Member: 58125Members
    So do something with the res model. increase the cost of meds by 1 or slow income slightly or something. dont nerf what isnt really broken
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    If you want to stop Com Pres from being funneled directly into marine survivability, you should come up with more things to spend Com Pres on.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    <!--quoteo(post=1889885:date=Dec 12 2011, 03:28 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Dec 12 2011, 03:28 AM) <a href="index.php?act=findpost&pid=1889885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want to stop Com Pres from being funneled directly into marine survivability, you should come up with more things to spend Com Pres on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, this. It used to include weapons, now its just beacon. I like the fact that medpacks are instant because that and always having a higher tech gun are the two things which allow marines to convert map control dominance into combat dominance. Both teams need ways to do that.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I don't really like the controls for medpacks anyway, as it's always beneficial to just drop them on top of the marine who needs them, and it would be extremely easy to shift it over to an area effect power rather than the horrible 'click the marine exactly but don't click twice otherwise you select them and it goes to the marine interface' rubbish we have now, I'd really like to see a change.

    I don't like that the entire 'skill' of using medpacks is based around horrible controls. Why are medpacks not available from anywhere in the menu? Why aren't they tied to buttons always visible on the side of the screen or always available hotkeys? Why are you supposed to click directly on marines rather than including a snap to function like the resource towers? Or making it an area effect? Why do you have the ability to drop dozens of them instead of making it a heal over time effect that lasts for a while?

    Just smooth the whole thing out. An area effect 'nano cloud' ability which costs quite a bit more but heals say, 10hp/s for 20s would work much better. You can drop them easily, they work best on groups of marines so it encourages teamwork, the cost scales perfectly with increasing team numbers whereas single-use medpacks never will, and you could easily put it on the side of the commander screen and fire it like an off map power in company of heroes or something.

    If my RTS controls predate my keyboard then something is wrong. There's a lot you can learn from the new RTS games that have been developed over the last decade.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I agree with Chris. The current implementation encourages solo/rambo style play and is not intuitive or easy to use. I could support an area affect or squad based heal. It would actually give use to the dynamic squad based system they have now. Select Nanite heal and click the squad blob. Now everyone is the squad begins to regenerate health at a very fast paced for a very short duration of time. Maybe make the cost scale based on the size of the squad. It could show in the icon right before you click on the squad.

    I already know NS1 players aren't going to go for this though because it isn't a replica of NS1 mechanics.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->Actually I agree with squad heal some, the NS1 medkit mechanic was always a bit.. crude. Sure it took skill to do well but that isn't always exactly a good thing. Making use of the dynamic squads is a plus, if we're keeping them anyways, the squad heal could finally actually make them have a point, because honestly they don't right now. Though it'd be pretty easy to make that squad heal overpowered if it weren't carefully done, so I'm a but cautious about the idea.

    All I can say for sure is, while the med drops hold a bit of nostalgia value for me I suppose, I do think it's not the best way to go about it. <!--colorc--></span><!--/colorc-->
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited December 2011
    <img src="http://img9.imageshack.us/img9/9114/heall.jpg" border="0" class="linked-image" />
    The system of alien swarm puts teamplay A LOT forward:
    <a href="http://www.youtube.com/watch?feature=player_detailpage&v=OKRyHYMwDQ0#t=52s" target="_blank">http://www.youtube.com/watch?feature=playe...RyHYMwDQ0#t=52s</a>
    i also love the weld door system, the unknown worlds team should take a look at the game.
    But maybe the "alien swarm healing" system is to slow but teammates will stay more together i guess..
    So the com drops just one medpack which heal "in a cycle" with nanotech ^^.

    I will say that a "equipment slot" would be great.
    For like welder, med-kits, mines and on.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Really like a medic tool idea. If you started healing during battle you'd be defenceless and killed. So Marines would have to retreat to heal, it's more fun and encourages strategic gameplay rather than counting on the man in the sky to zap in health packs that work as if by magic. It's good for the team mates to help each other rather than for the commander to do it. IMO the commander should give tools and guidance, not micromanage their basic needs.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    My suggestion on this matter was always to remove the med pack, and add in some sort of automatic commander controlled heal, which basically lets you heal a soldier, and then a cooldown before you can heal him again. (So any amount of health and any cooldown, lots of wiggle room)

    Also, to help as well, I feel a feature like this would be best implemented so that when using the ability in an area with a quick moving marine, or multiple marines, is to first allow the ability to be used when clicking on, or near a marine. As for a group of marines in an area, the heal function may prioritize weaker players, or those that requested the heal.

    As for visual implementation, a cascading blue disc running through the length of the player, or something else sci-fi would be great, and I feel would better fit the game than the current dynamic. I also feel ammo pack drops need to be changed equally in some similar fashion, but I haven't thought of what I think would be a good alternative.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    To <b>stop spam</b>, tie more things to <b>resources</b>, instead of <b>energy</b>.
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115515" target="_blank">Beacon, Nano-Shield, Building energy doesn't scale with resource situation</a>
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited December 2011
    I like the current medpack, it's clear and simple. You can probably improve some little stuff but I don't think it needs big changes.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=1890085:date=Dec 13 2011, 02:16 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Dec 13 2011, 02:16 PM) <a href="index.php?act=findpost&pid=1890085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the current medpack, it's clear and simple. You can probably improve some little stuff but I don't think it needs big changes.<!--QuoteEnd--></div><!--QuoteEEnd-->
    sure, if you always play on marine side :P

    I mean okay the gorge can heal his teammates "for free" but on marine side the medspam is horrible, it only cost energy.
    The wiki is weird it said "When a wounded marine walks over a med pack, he will automatically pick it up and recover up to 50 health (marine health will never exceed 100). "
    But i always get 100% hp, bug? or just old wiki? i mean it said that the medpack cost 1 personal ressources which is also wrong :P
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1890618:date=Dec 17 2011, 12:37 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Dec 17 2011, 12:37 PM) <a href="index.php?act=findpost&pid=1890618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The wiki is weird it said "When a wounded marine walks over a med pack, he will automatically pick it up and recover up to 50 health (marine health will never exceed 100). "
    But i always get 100% hp, bug? or just old wiki? i mean it said that the medpack cost 1 personal ressources which is also wrong :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wiki is right. Medpack heals 50 health and costs 1 personal resource. Why do you claim it is wrong?

    I don't either see in any problem with the medspam. To be honest i find it's one of the best features of the game.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited December 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Wiki is right. Medpack heals 50 health and costs 1 personal resource.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1 except i dont know if it costs 1 or 2 personal res. but i remember being unable to drop at some point, because i ran out of res.


    as for the mechanics, i think something should be changed there. maybe its my habbit from a previous version when it was impossible to drop them right onto a marine, but a marine randomly running around to dodge an alien is hard to heal as there is a delay before the medpack will fall on him. i dont see how skill can really help there, success depends on the direction the marine will move. sure you can improve a bit by guessing that direction, but it still feels kinda random. and i dont think this should depend on luck in any way.

    other than that i think it's balanced because marines wont recover their armor. this makes them a lot easier to kill even when they have 100 health.
    i think the actual balance issue is that the kharaa commander has no direct way to spend their personal res. however, you can just go gorge and place some hydras around the hive every now and then. people rarely do that, but i can only recommend it.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I thought medpacks cost 2 pres?
  • TheTopMostDogTheTopMostDog Join Date: 2011-12-18 Member: 138390Members
    How about a cooldown represented as a 'phase-in time', where the packs take a short time to materialise before they are able to be picked up? Would take a good commander to make proper use of them.

    Could limit to only one sending at a time to further promote commander foresight.

    Simultaneous limit or not, it would serve as a trigger for the aliens to be aware that medpacks are on the way and to either get out of there or finish them up quickly.
Sign In or Register to comment.