Author Topic: Support class for tremulous.  (Read 6464 times)

DarkWolf

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Support class for tremulous.
« on: October 01, 2006, 05:03:57 pm »
There has been some dicussion about a human medic, but it could be that it would unbalance the game.

Why not make a support class?

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Humans:

Medic: Costs 900 credits, available at Stage 2.

Has the ability to heal humans (rly?), works the same as the medkit, but only heals 50, and can also do only 1 healthpack at the time, till the previous healthpack has healed the person, carries 5 or 10 shots (depends on the balance).

In addition to that, when the medic reaches stage 3, the medic has a short range toxic weapon that deals damage around the same as alien poisen would do (does not work on dretches), the higher the HP of the alien, the more damage it will do, for example it would do 100 damage to a full health tyrant of time, but only 50 damage if the tyrant only has 200 HP, to prevent poisen spamming, it wont work multiple times at a time, like the alien poisen.

Medics wont be able to carry anything else besides these thing, except extra armour (excluding Battlesuit).

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Aliens:

Costs 4 evos, available at Stage 2, has 125 HP, advanced has 150 HP
This alien class also has the ability to heal, this only works when an alien is closeby and issnt taking any damage, the healing would be a quarter  the booster does at stage 2 (in example, if an alien heals 4 HP a second, it would heal 5 HP if the support class alien is around, not 8 like a booster would do), in addition to that, this doesnt work for the tyrant, in stage 3, the healing amount is doubled, to the half the booster would do.

In addition to this this class is also able to give out poisen to other aliens, in addition, he always has poisen on itsself, the poisen would last around half the time the poisen would do from the booster on the alien team , in addition, this class also has the ability to do a short range spit, if it hits a human, it gets 15 damage for unarmourd human, 5 damage for armourd, and 1 for Battlesuit and would also poisen for 3 seconds each less damage every second, if it lands on the floor, it would damage any human that would step on it (no poisen), the spit on the floor would dissapear in 5 seconds or if this class has more than 3 other spits on the floor.

Don't know any name for this class atm.

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I guess this would wrap it up, comments to this idea would be appriciated  :) .
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Juno

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Support class for tremulous.
« Reply #1 on: October 01, 2006, 05:47:02 pm »
human medic , 900 may be a bit steep, and would only work if he was protected - no good noobs getting 900 creds and dying  the moment a mara chases them




the alein one doesnt seem that useful imo



run back to base and heal on the booster?


surely if ur being shot and chased it has no use



only use i see is if your camping human bases with goons/adv maras


speeded up healing may help break the defences, as it means humans have less time to repair the base

same for aleins

SLAVE|Mietz

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Support class for tremulous.
« Reply #2 on: October 01, 2006, 06:53:58 pm »
NO!!!!!!!!

Neo

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Support class for tremulous.
« Reply #3 on: October 02, 2006, 12:52:02 am »
imho i'd have to say limit the poison bit for the medic, as 100 even over time in a single hit is a bit steep.

Though I think a medic might help humans attack more it would need to be carefully balanced, and as aliens already heal fine i'd say give them something more useful like a suicide breed.

AllmanBros

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« Reply #4 on: October 02, 2006, 04:20:03 am »
Medkit.

Aliens heal over time.

Thats pretty much what you asked for.  :-?

Stof

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« Reply #5 on: October 02, 2006, 09:13:09 am »
Combat medic will be nearly useless we get a fieldops too ;)

Now, that's 2 humans stuck in a support role instead of one. Sure it might help an attack and it will detract a lot of firepower from it too. Not sure it is worth it as it is.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

kozak6

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Support class for tremulous.
« Reply #6 on: October 02, 2006, 09:44:32 pm »
I don't like it.

Would FieldOps be able to throw airstrikes or call artillery?

Rippy

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Support class for tremulous.
« Reply #7 on: October 02, 2006, 11:39:41 pm »
While I like the basic concept, I see a bunch of flaws in your idea:
- If the medic has no decent weapon (come on, a blaster and eventually a poisoner aren't adequate protection), the class won't be used. People don't want to blow 900 creds and then die from 8 dretch legbites that they couldn't fight against. If the medic can't defend himself, he's only useful when he has someone to protect him; and how often is that kind of coordination gonna happen in pub games?
- If the medkit thing uses ammo instead of recharging, the medics will be constantly making trips back to base. Again, there's the possibility of being ambushed and killed, and it also means the medic's spending a lot of time running to and from the base.
- The alien one seems kind of redundant. Aliens regenerate hp no matter where they are on the map, so a medic would be completely useless. If the alien to be healed runs away to a safe distance, healing 5 seconds faster isn't useful since he was gonna heal the rest of the way anyway. And it wouldn't be effective at healing aliens who AREN'T safe, because no amount of healing will counter pulse shots flying at him.

If you ask me, the "medic" item should be an expensive pack item that can't be used on yourself, and can only be used with weapons mass driver and below (no chainguns, flamers, pulse, luci). This would mean:
- The medic still has adequate means of defending himself, but not super-effective ones
- The pack can't be abused by rambo players as free healing since it cannot be used on self
- Its price means that buying one means putting a big sum of money at risk
- It's a pack item and so can't be whored with jetpacks (thinking of 2 guys hovering at max height healing each other)
- It recharges fully 20 seconds after use, allowing it to be used anywhere (doesn't work when reactor's down though)

Something like that, priced from 400 to 600 creds, would be effective imo.

Either that, or there should just be a very similar pack item that heals you (like a medpack but a bit slower) when activated, and takes 20 seconds or so to recharge. Wouldn't work when reactor is out, and would make some kind of obvious noise when in use so that aliens know you're at low hp and vulnerable.
remulous username: [GEC]MassiveDamage

Stof

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« Reply #8 on: October 03, 2006, 12:03:06 am »
Quote from: "kozak6"
I don't like it.

Would FieldOps be able to throw airstrikes or call artillery?

Quote
Firing for effect!
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Caveman

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Support class for tremulous.
« Reply #9 on: October 03, 2006, 04:41:15 am »
hmmm
Doesn't anyone know that Tyrants allready do some healing?

kozak6

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« Reply #10 on: October 03, 2006, 04:47:54 am »
This would hurt aliens a lot more than it would help humans.

Hence, I vote "The game is more or less just about fine as it is."

Also, it sort of seems contrary to things.  It just sort of seems like humans are meant to ration their health, medkit, and their ammo, you know?

holyknight

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« Reply #11 on: October 03, 2006, 05:30:26 am »
medics... bwa, screw medics!
TANKS! GIANT ALIENS BIGGER THAN TYRANTS! now that would be awesome :P

Rippy

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« Reply #12 on: October 04, 2006, 12:26:37 am »
Quote from: "holyknight"
medics... bwa, screw medics!
TANKS! GIANT ALIENS BIGGER THAN TYRANTS! now that would be awesome :P

omg, wtf that would be SO unbalanced.

For it to be fair, aliens get the bigger aliens AND the tanks. But aliens have to trade scalps to the humans in exchange for the artillery shells for the tanks, so they have to keep up good relations with the humans.
remulous username: [GEC]MassiveDamage

holyknight

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« Reply #13 on: October 04, 2006, 12:33:14 am »
and humans and aliens will get to know eachother and soon they all will be friends
HAPPY ENDING

Seffylight

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« Reply #14 on: October 04, 2006, 04:47:56 am »
Quote from: "holyknight"
and humans and aliens will get to know eachother and soon they all will be friends
HAPPY ENDING


Gay ending. I want my money back.
Stop it. Seriously.

[EVIL]Unknown

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« Reply #15 on: October 04, 2006, 02:52:53 pm »
im waiting for someone to call an OBJECTION!!!!
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