cRPG

cRPG => Suggestions Corner => Topic started by: LordBerenger on March 17, 2011, 08:59:40 pm

Title: Healing
Post by: LordBerenger on March 17, 2011, 08:59:40 pm
Hello i have been thinking of a feature that would been nice if it would been added to CRPG.

Healing. It would play out like this.

A new skill would been introduced called ''Healing'' 1 ''Healing'' skill point would require 4 STR or 4 AGI whatever you developers would agree on. Similar to the skill called ''Horse Archery''.

Now what it would do is that it would increase the hitpoints you would heal using a brand new item called ''Healing Kit''.

Obviously with little skill points invested in the skill ''Healing'' you would heal less hitpoints with the healing kit.
For non abusing you can only apply the healing kit to your teammates.

Now what this would do is that it could open up a new class or roleplaying build if you will, as a ''Medic''.

This would be perfect for teamworking and such.

Now the Healing Kit would take up 1 equipment slot and contain 1-2 healing kits per slot depending on what the community thinks about it.

It would work with the one in possession of the healing kit would apply it to his/her teammate by holding F for a couple of seconds. The injured teammate would have to stand still for the healing process to work for obvious reasons.

If you have the healing kit equipped you would also move slower than usual.

I cannot find any way how you could possibly abuse this. Anyhow, now my question to you developers. Is it possible to implement such feature in CRPG?

I know alot of people would cast this idea aside since it sounds ''noobish'' etc....

But in my opinion it would put more emphasis on teamworking.


What do you ALL think about this?
Title: Re: Healing
Post by: Blondin on March 17, 2011, 09:19:10 pm
What is a healing kit in medieval times?

There already exist healing tents, i guess other healing means are not needed (and not wanted by dev and majority of players).

If i remember well someone made a thread like yours, click "search" to see feedback of the community.
Title: Re: Healing
Post by: LordBerenger on March 17, 2011, 09:28:34 pm
What is a healing kit in medieval times?

There already exist healing tents, i guess other healing means are not needed (and not wanted by dev and majority of players).

If i remember well someone made a thread like yours, click "search" to see feedback of the community.

But he/her didn't make it as i did. If i remember correct. It was in a way that could've easily been abused.

And well you could as well call these healing kits ''bandages'' for what it's worth.

I don't think we should see CRPG as a CS in Medieval settings only where the only thing you care for is your KD and dueling.
Title: Re: Healing
Post by: LordBerenger on March 17, 2011, 09:35:05 pm
I also would like to hear comments from you who voted.

As i mentioned before. Unless you would do a pure AGI build or Pure STR build or whatever it would be required for you won't be able to heal your teammates much at all. It would be as i mentioned giving little healthpoints at the early levels.

And about realism. There's a ton of features in CRPG that's clearly not realistic etc... But i don't see people whining about them.


So please if you vote either yes or no or maybe  atleast state why.


Title: Re: Healing
Post by: Blondin on March 17, 2011, 09:37:30 pm
I agree cRPG is not CS with medieval settings (it was pre-patch with lasersight machinegunArchers) but it should not be WoW with healing potion.

May be for Strategus battles it have sense that you can heal a wounded person, but battles in cRPG are very short skirmish fight, you don't have time to heal someone.
Title: Re: Healing
Post by: LordBerenger on March 17, 2011, 09:45:05 pm
I agree cRPG is not CS with medieval settings (it was pre-patch with lasersight machinegunArchers) but it should not be WoW with healing potion.

May be for Strategus battles it have sense that you can heal a wounded person, but battles in cRPG are very short skirmish fight, you don't have time to heal someone.

Siege perhaps? Nonetheless it depends on how much teamwork is actually in the current round.

I personally think it should exist but it's from person to person.


As i stated some people would think of it as ''noobish'' but i said it before and i say it again. You will NOT be able to apply it to yourself. And of course there won't be healing potions.
Title: Re: Healing
Post by: polkafranzi on March 17, 2011, 10:31:29 pm
I think it's a good idea, kinda like the monks in the old AOE games :D

Berengers detailed description and non trollable format for healing kit, be it bandages or rubbing alcohol on a wound, makes perfect sense.  In medieval times there was always some people on hand to snap arrows off once they were in a persons body, then clean the area = thus healing in a respect.

Spammers and my old friendchers will be able to pick these people off on the battlefield too, which will be good for their KD ratios, seeing as that's all they worry about.

Healing tent is useless, no team ever bothers cos 1 arrow and it's down (excuse me? cloth tent, arrow would just pass through and it would still be standing in real life LOL) so either buff the tent to make it more desirable or implement some kinda healing feature like berenger has suggested.
Title: Re: Healing
Post by: Penitent on March 18, 2011, 05:13:46 pm
I voted no.  We play battles and sieges.  Healing/resting/bandaging ect are done after battles and sieges.

No, the game is not supposed to be ultra-realistic, but it is supposed to be a balance of realism and imagination.  This would tip the scales too far in my opinion.
Title: Re: Healing
Post by: Joxer on March 18, 2011, 06:09:26 pm
It's already in the game. Just buy a construction site and build healing tent with it.
Title: Re: Healing
Post by: Rebelyell on March 18, 2011, 06:22:47 pm
Yea and we should add automatic x-bows, dual swords, buffers, and mages...
ow and suicide bombers(for... some players).


but in real no.
if you get hit with axe or sword, xbow.... you cant heal that in short period of time(7 min. time of 1 round) it is even impossible to regenerate 3 hp with 10 heeling skill or of if you are surgeon...

anyway that skill is in native....
 


Title: Re: Healing
Post by: EponiCo on March 18, 2011, 06:28:47 pm
Only if you dress yourself as a healer.
Either some guy with a leather apron and a butchers cleaver saying "that leg must go" all the time, or an old hag that gives you some worm stew with bat eyes.
Title: Re: Healing
Post by: La Makina on March 18, 2011, 07:00:38 pm
If c-RPG could add some new features, this would be... refreshing. Especially if this brings some more tactics and diversity in character builds.

This could go with a more complex character design like in singleplayer. There is a thread suggesting adding Intelligence and Charisma. Healing could then be a spinoff skills from Intelligence. I could imagine two skills:
First Aid: character healing himself. He should not move for a while to heal a (x)% of HP.
Surgery: healing others. This would take some time with a loading bar (like on the Invasion mod, when players are taking a rest), if the healer or the wounded move, the process cancels.
Such skills should take time (20-30 seconds) and never heal 100% of the HP to prevent abuse.
And healing should cost some gold!
Title: Re: Healing
Post by: Felagunda on March 18, 2011, 07:16:31 pm
It's very interesting to say the least.  Keep on brain storming guys.
Title: Re: Healing
Post by: Quirian on March 18, 2011, 07:25:47 pm
I like the idea.
Title: Re: Healing
Post by: Diomedes on March 18, 2011, 08:21:49 pm
It's already in the game. Just buy a construction site and build healing tent with it.

Really?  I've never seen this.
Title: Re: Healing
Post by: LordBerenger on March 18, 2011, 08:32:19 pm
Really?  I've never seen this.

It's known as healing tent and i suppose the original idea of that was good but you can destroy it with 1-2 arrows. How's that for realism? I said it before and i say it again. For you guys saying it's not realistic with this feature take a big look at whole CRPG. Tons of tons of unrealistic features.

Anyhow. I'd say with a few tweaks this would've been perfect. And adding intelligence and charisma would been even better. Then we could move away from ''CRPG IS ONLY FOR KD AND CLAN WARFARE'' and put more emphasis on special classes and roleplaying. Perhaps even develop a builder class excellent for siege and such.


There's so much we can do yet so many of you just want to settle for KD and ''perfect builds'' for as many kills as possible.

Kill, death, kill, death. How is that even fun? More critique from both nay and yes sayers thanks. And also from Dev if  it's even possible to add such a feature.
Title: Re: Healing
Post by: Gorath on March 18, 2011, 08:33:08 pm
No thanks.  I've always hated healing and magic/potions/medkits in my RPG's and FPS's both with a few exceptions (TF/TF2/BF games/Global Agenda/America's Army.  In other words, squad based shooters).  Even when it is done right, America's Army for example, you have to stop, kneel down next to the player for an extended timer while vunerable in order to restore a fraction of health to prevent their death.  Never a full heal (with exception to TF, which is a different breed of game).

The healing tent is great, there should be no reliable mid-fight healing.  It should be done during lulls in the combat, tactical withdrawls, and between battles.  On the field, never.
Title: Re: Healing
Post by: LordBerenger on March 18, 2011, 08:38:28 pm
Really? I thought Americas Army 3's healing system was one of the most excellent ones. Instead of just pressing buttons and throwing stuff at your teammate or mysteriously healing/reviving yourself you have to have experience and knowledge about the symptoms etc...

Was really fun and interactive way.


But i guess everyone is entitled to their own opinion.
Title: Re: Healing
Post by: Joxer on March 18, 2011, 09:03:04 pm
Really?  I've never seen this.

Yes really. Go and do it yourself if you dont believe me.
Title: Re: Healing
Post by: EponiCo on March 18, 2011, 09:13:06 pm
Even when it is done right, America's Army for example, you have to stop, kneel down next to the player for an extended timer while vunerable in order to restore a fraction of health to prevent their death.

It was epic how much rage a noob medic could get.
But it can be even better, one game I played when you healed someone he couldn't move. Now figure someone starting to heal you just one step before you are in cover ... also it could take ages if he had the worst possible healing skill.
But for this system, you also had wounds affecting you, so I'd say we need that first.
Title: Re: Healing
Post by: Gorath on March 18, 2011, 09:16:08 pm
Really? I thought Americas Army 3's healing system was one of the most excellent ones. Instead of just pressing buttons and throwing stuff at your teammate or mysteriously healing/reviving yourself you have to have experience and knowledge about the symptoms etc...

Was really fun and interactive way.


But i guess everyone is entitled to their own opinion.

That's one of the systems I said I thought did it right.  Re-read my post.   :wink:
Title: Re: Healing
Post by: Prpavi on March 18, 2011, 09:49:08 pm
From a reality stand point there is no real place for medival medics on the field, healing tends (witch exist) etc. yes but medic healing knights is just not in the spirit of the game.

just imagine bunch of roof huggers with a few medics lol.

my vote is NO.
Title: Re: Healing
Post by: woody on March 18, 2011, 09:59:57 pm
Thankfully this is a non magic mod - and real healing too slow for any use.

Next people will want fireballs.
Title: Re: Healing
Post by: Diomedes on March 18, 2011, 11:27:57 pm
Is the healing tent allowed in siege?  This is mindblowing.
Title: Re: Healing
Post by: EponiCo on March 18, 2011, 11:44:00 pm
Yes it is. Just like the catapults that noone is using.
Title: Re: Healing
Post by: LordBerenger on March 19, 2011, 12:03:40 am
That's one of the systems I said I thought did it right.  Re-read my post.   :wink:

Oh sorry. I blame well... Gagh...just call me Mr Derphead lol.
Title: Re: Healing
Post by: LordBerenger on March 19, 2011, 12:08:00 am
From a reality stand point there is no real place for medival medics on the field, healing tends (witch exist) etc. yes but medic healing knights is just not in the spirit of the game.

just imagine bunch of roof huggers with a few medics lol.

my vote is NO.

Except if you read what i said. 1 Use would heal a very small portion of your health. Also you would only have a limited uses at your disposal not unlimited.


And remember. With the critique and ideas from the rest of the community we could improve this even better in a way that would make it hard to abuse.
Title: Re: Healing
Post by: LordBerenger on March 19, 2011, 12:09:27 am
Also for the medic to be really really effective you have to invest more in Healing/surgery skill which would make the build quite crappy at melee/ranged. Doubt alot of people would make it like that.
Title: Re: Healing
Post by: Torp on March 19, 2011, 02:08:39 am
this would just be the same as buffing heavy armor... Imaging the difference between healing a ninja in ow armor and goretooth in his lordly black armor, where it would allow him to survive 2-3 hits more and kill 5-6 players.

I say no.

I oculd be abused by heavy armored people who would run around with 2 medics next to them - they would be undefeatable
Title: Re: Healing
Post by: OoberNoob on March 19, 2011, 05:41:53 am
Its an interesting idea, it would makes sense only if a limited amount of health was regenerated, say 25% maximum, would be something like wrapping a guys arm or leg putting pressure on the wound so he wouldn't bleed to death.. or get killed by a rouncey bump. And it should take a while, 20-25 sec.  Pretty much what you have already said.  It wouldn't be very useful during the chaos of the battlefield but maybe during the lull, when the enemy have been cleared out of the general area, the guys that are almost dead can get fixed up a little before the hunt begins for the remaining enemy. I like the idea but I don't see it getting far in this game. Plus no matter what you do someone is going to find a way to abuse it and people will rage.
Title: Re: Healing
Post by: Sphinxer on March 19, 2011, 06:48:28 am
You want healing ? Go play WoW

Tincans who barely get injured sometimes if they boost their IF will now have a way to regain all that HP we worked hard to take them ? And if you use a medit kit or what so ever .. who will bother losing 1 slot for that. If you have to remain at the same spot , then leechers will say "I was healing myself" or then people will camp and wait all the way to regain all HP..

Totally against that idea , sorry
Title: Re: Healing
Post by: LordBerenger on March 19, 2011, 10:00:14 am
You want healing ? Go play WoW

Tincans who barely get injured sometimes if they boost their IF will now have a way to regain all that HP we worked hard to take them ? And if you use a medit kit or what so ever .. who will bother losing 1 slot for that. If you have to remain at the same spot , then leechers will say "I was healing myself" or then people will camp and wait all the way to regain all HP..

Totally against that idea , sorry

Sorry but what you said didn't make sense.
Since i've stated before that you will NOT be able to heal yourself. And for the people who will bother losing 1-3 slots for Medkit?

Well apparently people who's not obsessed by KD only like a lot of you are and actually want more teamwork and more roleplay.
Title: Re: Healing
Post by: polkafranzi on March 19, 2011, 12:30:57 pm
Sorry but what you said didn't make sense.
Since i've stated before that you will NOT be able to heal yourself. And for the people who will bother losing 1-3 slots for Medkit?

Well apparently people who's not obsessed by KD only like a lot of you are and actually want more teamwork and more roleplay.

+1

Maybe the only alternative is chadz re-names the mod, don't call it an RPG, cos clearly the only role being played is who has the best KD

Then great minds like Berenger won't have to waste their time thinking up really good ideas and get flamed for them (or told to go on WoW - derp)
Title: Re: Healing
Post by: Thtb on March 19, 2011, 12:47:49 pm
Sure, healing sounds fine.

Now design it in a way that does not allow full healing, does not only benefit str. builds and prevents players from hiding on the back-ass-end of the map with a medikit.
Title: Re: Healing
Post by: LordBerenger on March 19, 2011, 04:54:52 pm
Why would they hide in the back end of the map lol.

Also i agree with it being better fit if you had Healing Skill for Agility or maybe a new attribute like Intelligence?