![]() |
Engineer and FirstAid Professions - Printable Version +- NordInvasion Forum (https://forum.nordinvasion.com) +-- Forum: Discussions (https://forum.nordinvasion.com/forumdisplay.php?fid=7) +--- Forum: Community Projects (https://forum.nordinvasion.com/forumdisplay.php?fid=19) +---- Forum: Feature Requests (https://forum.nordinvasion.com/forumdisplay.php?fid=77) +---- Thread: Engineer and FirstAid Professions (/showthread.php?tid=159) Pages:
1
2
|
Re: Engineer and FirstAid Professions - Roran - 30-11-2011 (30-11-2011, 04:29 PM)Johao link Wrote: [quote author=Roran link=topic=180.msg1340#msg1340 date=1322662632] I see I have competition in the advisory section *wrangles fists* ![]() Yarr ![]() But I can see you do have some great detailed ideas on the engineer and surgeon class. About Engineer: I think repairing items isnt an option, since alot of coding has to be implemented to even barely make it work, so maybe it might be of use in the long term. agreed. Deploying covers should be on the engineer, there seem to be an overflow of deploy shields nowadays. There has to be a build limit on all these stuffs.(1 for all, 2 for defense barricades), so the engineer is not that overpowering. To the disadvantage, he does not get new armour or advance to the third class(but that can be discussed later on). I meant engineer not as a class, but as a proffesion. But your idea sounds good aswell. I agree on the limit, but the barricades shouldn't be that limited. I see 1 group of spikes blocking exactly the width of a door in the native MP map in which you have the harbour with boats etc.. (forgot name) I disagree with the object strength that you stated. The enemy horde is difficult, but not overpowering to heavily rely on engineers. Have destructible tents in 2 hits, sturdy barricades in 5-6 hits, and no large barricades to balance the engineer class. "Large" barricades are siege shields (those big wooden shields with a small opening in it), deployable shields, primarily made to block ranged fire. Refill depots should be 3/4 the speed to refill the player ammo/health since a surplus of these refill areas would mean that players dont have to share. Perhaps make them 3/4th of the speed but have several different components, so multiple players can heal with one tent or refill with one tent. (see a catapult in cRPG, where you have weels, a handle to fire, a handle to reload, a handle to change direction, .... Surgeon: Player's health, it works on some single-player mods, but I'm not sure if it works in multiplayer. Resurrection is almost an impossible process. The player actually disappears when killed, and coding the resuurection skill would take ages for the NI team. Okay, I expected that actually, but it as worth trying ![]() I remember throwable first-aid kits from China battlefield mod with an AOE healing effect. If possible, make first aid-kits without an AOE to immediately heal onto the targeted player and an AOE medkit for group healing. Healing power should be scarce enough to balance out health refills back in base but useful enough to survive another attack. First aid-kits without AOE can be in packs of 3 per slot, healing 8 hp First aid-kits with AOE can be in a big pack only, healing 20 hp in a small radius for 6 seconds. Sounds ok, but I never played it, dunno what you mean, but sounds ok ![]() [/quote] Re: Engineer and FirstAid Professions - Golradir - 30-11-2011 (30-11-2011, 04:29 PM)Johao link Wrote: I remember throwable first-aid kits from China battlefield mod with an AOE healing effect. If possible, make first aid-kits without an AOE to immediately heal onto the targeted player and an AOE medkit for group healing. Healing power should be scarce enough to balance out health refills back in base but useful enough to survive another attack.China battlefield, good times ![]() ![]() Re: Engineer and FirstAid Professions - Melvarius - 30-11-2011 Well maybe instead of having players die, we can put them in some sort of stasis when they get down to 1hp. Then a surgeon can come over and revive them (unless the respawn wave already passed) Re: Engineer and FirstAid Professions - Jez - 30-11-2011 (30-11-2011, 11:27 PM)Melvarius link Wrote: Well maybe instead of having players die, we can put them in some sort of stasis when they get down to 1hp. Then a surgeon can come over and revive them (unless the respawn wave already passed) I actually have a theory of how player revival could be done in game ... it is only a theory though and would probably require a fair amount of coding, but it is on my radar ![]() Of course theres also the cheap way, have a secondary shrine that people can pray at which revives a random player ![]() Re: Engineer and FirstAid Professions - Johao - 01-12-2011 (30-11-2011, 11:31 PM)Jez link Wrote: [quote author=Melvarius link=topic=180.msg1383#msg1383 date=1322695667] I actually have a theory of how player revival could be done in game ... it is only a theory though and would probably require a fair amount of coding, but it is on my radar ![]() Of course theres also the cheap way, have a secondary shrine that people can pray at which revives a random player ![]() [/quote] I'm guessing there is a 250 gold catch for reviving someone.... (30-11-2011, 07:36 PM)Golradir link Wrote: [quote author=Johao link=topic=180.msg1352#msg1352 date=1322670548]China battlefield, good times ![]() ![]() [/quote] I have a much better idea though. Remember the Persistant World Doctor profession? They actually use these 'doctor knifes'(basically a dagger with 'healing' attack properties) to heal any horse or player. While this might be a more viable approach ro realism, it's an unlimited 'weapon' and its rather quite difficult to heal heavy armour players(due to it's low attack-heal damage) On the record about engineers, I think there should be three types of barricades, the already dependable deploable shield, the fence barricade that has a wide length but no archer cover and can withstand about 9 hits, and the siege shield should withstand about 7 hits. The fence barricade and siege shield should not be immediately deployed once thrown, but have to be built(in this case, hold F for a short while) to set up the defense. The servers should have a build limit for these barricades (perhaps a maximum of 8 ). Three full engineers should be sufficent enough for a full improvised defense site. I also have another defensive idea for the engineer(or another profession so not to make the engineer the limelight). Explosives or fire bombs(in forms of large barrels) can be placed on the ground and be destroyed, setting off explosions/fire in a small radius, killing anyone in the vicinity, even players themselves. Archers (or a suicidal melee) can destroy the barrel when the enemy gets close. |