Health
Bob_the_Alien
Join Date: 2002-01-30 Member: 135Members
<div class="IPBDescription">How will marines or aliens heal?</div>I have been meening to ask this question since I got here, will it be like TFC where you can get 100% health no matter how many times you have allready got back to full, counter strike where you can get more armor just not heal or will it be like Fire arms where you can heal some damage but only a once and for only 10 hits.
Comments
The aliens will surely have a Zerg-like regeneration system, and there was a discussion about marine medics, but I can't remember any hard facts on that topic.
Last I read Flayra was still undecied about what was going to happen regarding health. Notice no health chargers or medkits in the maps though.
i think its was just regen at the same time but it sounds cool to me that percent-regen.
Zerg heal at a constant rate, terrans get healed by medics (in Brood War anyways) or repaired by SCVs, Protoss don't heal but they have shields that slowly recharge (or can be charged additionally by shield generators)
The model for it could be some advanced but bulky machine that artificially accelerates natural healing by electrically stimulating blood and tissue cells (or something).
For balance/gameplay reasons, it would have to have a very short range, and should be heavy enough that the player carrying it would not be able to use the bigger guns. EDIT: The marine holding the 'weapon' should not be able to use it on himself. This would encourage the use of several of these, and encourage teamplay/squad formation. EDIT#2: The device would be short-ranged, and not heal instantly, but would make up for this by being able to heal several marines at once by waving it around at each of them. Sort of like a can of aerosol... the guy with the healing device holds down the fire button and points it at whoever needs healing, and keeps it longest on those that need health the most. It would consume energy ammo (batteries) and would need to be reloaded by ammo dropped by the commander, and perhaps it could recharge very slowly on its own.
I don't know exactly how multiple weapons are handled for marines. Is it by weight, or can all marines have a certain number of weapons, or weapons take a certain amount of 'weapon slots' per character, or what?
Responses, suggestions?
EDIT#3: I have a revised idea for this device, but its on the second page now, so read that before responding.
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My suggestion is a healing 'weapon' that basically works the same as a repair kit in Tribes1/2 except that:
- primary fire would be a small area effect (think: healing cloud, but not a gas... electricity), usable on several marines at once, with the wielder focusing more on those that need it most.
- secondary fire could be a one-time, point-blank electric zap that uses more energy, but completely heals the single target over a short period of time, and requires that the weapon be reloaded. the idea would be that this is more effective for healing a single person than primary fire would be.
- the wielder cannot heal themselves with it (or could only heal themselves with the primary fire mode, walking into the area of effect).
- it would be heavy, slowing the wielder's movement somewhat, and restricting the use of other large weapons.
- it would consume energy ammo (electric batteries?) that could be replaced by the commander, and possibly recharge slowly by itself.
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What do ya'll think?
I hope you're kidding! Why not have the option for secondary fire modes and simply have a separate bind for the menu? Hold down Q or something.
Or do the aliens have a totally different means of accessing the menu? SO MANY UNKNOWNS! AHHH!!
That's just 'cause it takes my post count, and divides it by the day I joined. Which, according to it, is the day the new boards went up. I've been posting since September though.
Back to the topic at hand, however... the issue of the RMB (right mouse button) being the menu thing and not a secondary fire mode has been beaten like a dead cow.
Here's a few of the reasons I -vaguely- remember:
The mod ain't about weaponry. It's about tactics. Having really cool weapons that do multiple things isn't what they're aiming for.
One of the things Flayra advertises in this mod is the ability to play it with one hand on the WASD keys (plus the ctrl and space for crouching and jumping) and the other on the mouse. No other binds, console commands, or hand movement needed. The option is -there- of course, but it's designed with the people who play -only- RTS's in mind as well. A simplistic setup facilitates that.
And so... *shrug* The RMB thing is pretty much set in stone. For the first release at least, and possibly for the entire mod (though no one can truly predict the future, ya know.)
mouse2 = Secondary fire
mouse3 = menu
mouse4 = other stuff
mouse5 = more stuff
problem solved. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
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errr... well who needs an alternate firing mode? As long as i don't have to set more than 4 keys on my keyboard (not including the directional keys or how they are called).
My suggestion is a healing 'weapon' that basically works the same as a repair kit<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
you mean like in chemical excistence?
where you find "sprøyter" (didnt know how to translate it...) and like stab em in your hand gaining health?