(30-11-2011, 02:17 PM)Roran link Wrote: I'd rather not have a medic, since that didn't exist in medieval, but a surgeon.
Engineer&surgeon are 2 new primary proffesions.
Engineer:
While building you are interrupted by damage or a bot running into you. Building "sturdy" things take the longest time, "tents" the average, and "large" things take the least amount of time. To build something you need resources. Primarily wood for "sturdy" and "large" barricades, and "cloth" for tents.
Ability to repair fences, barricades and tents.
Builds barricades (spikes, fences)
Builds covers (deployed shields, deployed siege shields)
Builds healing tent (heals twice or 3/4th of the speed as a cooking pot)
Builds weapon depot (Refills ammo twice or 3/4th as fast as normal ammo refill. Also heals shields. It's a tent)
All those are destructable. Buildings take more damage depending on type:
Tents: (made for bonusses) will take 2-7 hits.
Sturdy (made to halt enemy troops) will take a lot of damage.
Large (made to provide cover against ranged fire) will take lots of piercing damage, but 3-15 hits against cut or blunt damage.
Surgeon:
Ability to see other player's health.
"Ressurects" downed players with low hp and very slowly. You are interrupted by damage, or a bot running into you.
The hp the ressurected person increases and the time needed to ressurect decreases with higher skill.
Creates professional/sterile bandages (consumable that you can use to heal yourself or others. Refills more health with higher tier bandage. Best bandage heals about 90%)
Poison (Shared with alchemist. Your cutting/piercing weapons do extra damage. Apply on webpage. Blunt weapons cannot be poisoned)
and secondary skills:
First aid:
Creates quick bandages/bandages (consumable that you can use to heal yourself or others. Refills more health with higher tier bandage. Best bandage heals about 50%)
I see I have competition in the advisory section *wrangles fists*
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.
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 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.
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.
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.
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.