Page 2 of 2 FirstFirst 12
Results 11 to 17 of 17

Thread: banned

  1. Registered TeamPlayer ***COMMANDER***'s Avatar
    Join Date
    05-19-06
    Posts
    17,813
    Post Thanks / Like
    Stat Links

    banned banned
    Gamer IDs

    Steam ID: 76561197983313098
    #11

    Re: banned

    Your ban has expired and you may ReJoin the Server......

  2. On the way to greater things
    Join Date
    02-21-09
    Posts
    15
    Post Thanks / Like
    #12

    another medpack idea

    There's now two ideas on this concept


    I know, it's been topic'd into the ground.

    But something I surprisngly haven't seen yet.

    I was reading some of the other medpack posts and this came to me, mainly in vs. thought but I suppose it makes sense in the other modes.


    Been drinking, so forgive my math/accuracy of the numbers, but how's this:

    1st Concept


    A medpack takes what, 5 seconds to apply? I don't remember how much it heals you for maximum...

    When you begin healing with a medpack, every half a second it heals you for 1/10th of it's max. (its maximum healing). So by 2 1/2 seconds, you've gotten half of the total medpack already applied to you. After 5 seconds you've gotten the whole application.

    (all this math is just an example based on what the actual figures are, i.e. if it took 10 seconds to heal you'd get 1/20th every half second)

    However once you get hit/disturbed/move, causing an interruption in healing, the medpack has been used, regardless of how much of it was applied. Making it important to structure some type of assistance to defend those who are healing, and giving the infected a chance to interrupt the healing as well.

    Now because this would make healing others more difficult if they happen to move around a lot, we could say it would half to heal for the first tick (half a second) before it would be wasted.

    Though I feel that's just a rough draft, because there needs to be some consideration if half a tick is long enough for it to register and waste the pack.. If it was a second, people could just heal for half a second at a time, never wasting the pack, so maybe just bump up the actual healing to just once a second instead of a half second, I don't know, like I said rough draft of an idea.

    And if this has been suggested, my apologies, searched but did not come across it.


    2nd Concept

    since the thought was derived from my first idea, let's say it takes 5 seconds to heal. (We'll just call the time it takes to heal X) Let's say that the max a health pack can heal, is.. 80. (Y).

    (so to find how much each charge heals, we could just divide Y (max health) and X (how many seconds it takes to heal) ) Adjust the math to whatever each charge should be, half second, quarter second, etc..

    So lets break it down that a charge is consumed every second. This means, using the numbers above that 16 health is healed with each charge. (5*16=80).

    Every second a health pack is used, a charge is consumed, and 16 health is given to the target.

    If one is interrupted while healing, that charge is wasted.
    ( I have a full 5 charge medpack. I've been healing for 2 seconds, I've been given 32 health. While working on the 3rd second I get attacked, thus losing that charge.
    I've applied two charges, gained 16 health, lost one, and have two charges left on my health pack

    Another thought just hit me, this allows a single pack to be used to heal multiple people, but for minimal amounts. Not sure if this is good or bad though.



    Some more thought on the idea....


    Just like it is now, but there are "invisible" charges.. if you get interrupted while applying, you get temp health to the amount of charges that you were able to use prior to the interruption. If you successfully apply the whole pack you get max permanent health. Otherwise you just get temp health to the amount of 'charges' that was put on, and the pack gets vanished. Completely scrap the idea of a re-usable pack.

    Or maybe, you get perm health to the amount of charges you successfully applied, but only get temp health for the charge you were trying to apply before interruption, and the pack is gone.

    My train of thought is this: Once you start using the pack, it should be used, either partially or fully. Whether there's any left or not if you get interrupted while applying, you lose something from the pack, but should get something from the time you spent putting it on. IMHO it's just a bit too easy to start applying a pack, get interrupted, saved/defend yourself, and reapply the pack for max benefit. Again IMHO, there should be some risk/reward to healing, especially given how much health the packs give.

  3. Boomer
    Join Date
    01-26-09
    Posts
    746
    Post Thanks / Like
    #13
    I like the idea alot. But i dont think its balanced that you still keep charges once your attacked or that you can even take charges one at a time.

    For instance 4 survivors with 30 hp each and only 1 person has a Medkit. A tank spawns and the survivor with the medkit gives a charge to each person raising there health to 46 giving them maximum movespeed. Thats just one instance where that can be abused.

    Then you have the whole grey vision thing and the way medkits work. Using a medkit resets your incap limit back to 3 i.e You can be incap'd 3 times before you get your grey vision. Say you have 2 people on your team in grey vision and you give them a charge each. It would reset there incap's and remove there grey vision. Essential with a medkit each you could be incap'd upto 18 times each before u actually die. 5x3 = 15 + 3 you start with.

    I think medkits should heal like the Half life heal machines just a steady rise of health that takes 5 seconds from 0-80. But if you are attacked during the heal you lose the medkit.

    This would work a little better than charges i think because of the jump in ticks per health being attacked right at the end of a second would suck you'd lose a full 16 hp and the rest of your charges whereas with the Halflife 2 machine method you'll lose a maximum of 5. The idea is stop survivors healing not reduce the effect of there healing aswell that would be too imba

    16.....32.....48......64.....80
    10..20..30..40..50..60..70..80

  4. Rob Zombie
    Join Date
    02-18-09
    Posts
    613
    Post Thanks / Like
    #14
    I don't like the idea of losing charges, that would probably be exploited heavily in VS. The gradual increase of health however, does seem like a good idea.
    Khorne Flakes! They're Heretically Delicious.

    PC + Xbox360 Alliance Member

  5. Zombie Cat
    Join Date
    01-12-09
    Posts
    366
    Post Thanks / Like
    #15
    I don't like the idea of charges. Just makes the healthpack more powerful, which it is finely balanced right now.

    However, the idea of the health pack being wasted when hit by an infected is a good one. Although I think it would be better if it was just special infected, as I've had random horde run up to me and hit me while using a health pack.

  6. Rob Zombie
    Join Date
    02-18-09
    Posts
    613
    Post Thanks / Like
    #16
    That I would find less objectionable
    Khorne Flakes! They're Heretically Delicious.

    PC + Xbox360 Alliance Member

  7. Boomer
    Join Date
    01-31-09
    Posts
    716
    Post Thanks / Like
    #17
    you shoul dbe able to eat snacks from the vending machines for 1hp a piece, max 5.

Page 2 of 2 FirstFirst 12

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Title