insta healing and insta trap removal discussion thread

Started by Gawain, March 15, 2008, 01:25:44 PM

Previous topic - Next topic

Spekkio

Quote from: Papa Skull on March 15, 2008, 09:19:48 PM
I say you get 2 syringes per life, that's what someone else said, forgot who.  They don't take up a slot and they heal you all the way and take away poison.  Maybe if phosphorous nades are added it would undo those effects?  There's an idea.  So, you've got no auto self regeneration, health packs, and 2 syringes per life.  Which means your partner can sacrifice one of his syringes for you if he is nice.
Why?

Gawain

Quote from: Spekkio on March 15, 2008, 09:24:38 PM
Why?
you won't get proper reasoning by papaskull. i guess the answer will be something like "because it's cool" or because "it's my opinion" XD

frvge

I'm OK with 2 syringes but they need to be refillable by healthpacks. Which is instant.
Note that Healthpacks do NOT heal Spies :p They only 'give'/refill the syringes instantly.
Healthpacks only heal Mercs.

I think getting to healthpacks is kinda hard, but that depends on the level design and the amount of them.

Spy Summary:
- 2 syringes, which either gradually heal or take away poison
- can heal teammate
- when you have 0 syringes, you need to go to a health pack (which is generally in Merc territory) and you get 1 or 2 syringes as a refill.

Why do I think this is balanced?
It takes time to heal, and there is no infinite self-healing or teammate-healing. It encourages teamwork but it's still risky to get a refill.

Merc Sumumary:
- instant healing at healthpack
- no teammate healing
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

it's better to leave this to the map designers: lots of easy accessable medkits = aggro map, few hard to acces = stealth map.
i first thought about giving 1 needle to every spy and needing 2 to counter poison, but after a long discussion with spekkio i saw the beauty of not having any healing possibility besides medkits.

Spekkio

#19
That's an awful idea because you can self-heal poisons. "Omgzorz a poison mine...wait, kekeke i has syringe *runs through poison and instantly heals self."

A syringe, even if it's just 1 or 2, gives you a get out of jail free card. Even if it takes some short time, you can get to a safety spot close to where you are rather than having to make your way to a healthpack. "Oh, I gots shot up by a merc, but good thing I made it to this vent so I can just heal myself and start again right next to where I have to go."

Also, why make it that complicated to go to a healthpack to get an item that heals you later? Just make healthpacks heal and be done with it.

Finally, what about those people who go "pubbing?" Not everyone plays this game with a set partner. Imagine sitting there going "heal plz!!1" constantly while your teammate just sits there.

Healthpacks are by no means hard to access in any map made in PT or CT -- at least not the ones worth downloading. I think we can assume this will continue to be the trend in PS. So healthpacks heal, and that's it. Fin.

There are plenty of things that "encourage teamwork" in PT/CT without healing your partner. Adding more things like a mandatory syringe will change that word "encourage" to "absolutely require to stand any sort of chance of surviving."

greenday5494

i say they have an innate ability like the one dude said, and have 3 or so needles, and as a gadjet, you can carry more needles as an option. oh, and needles dont count for getting rid of spy traps, etc like that.


we gonna do co-op moves in PS?

InvisibleMan999

well I was thinking that the healing syringe just worked on your partner. Not on yourself like in DA. Though i gues sthat wouldn't be worth a gadget at all, so maybe it's not suhc a great idea.

Farley4Fan

Quote from: Gawain on March 15, 2008, 09:56:53 PM
Quote from: Spekkio on March 15, 2008, 09:24:38 PM
Why?
you won't get proper reasoning by papaskull. i guess the answer will be something like "because it's cool" or because "it's my opinion" XD

Why you ask?  To limit the amount of times you can heal your teammate and yourself.  Isn't that what you want?  You want it to be out of the game and my suggestion is closer to what you want than what we have now.  You are just biased and probably didn't take the time to think my suggestion through, but rather, you just saw I posted it and thought it was an idiotic suggestion.

Fuck you Gawain. 

Gawain

dude, i talked about this topic with spekkio for like an hour, and you can be sure that we thought way deeper than you can imagine. of course we thought about healing needles and other stuff  ::)

Farley4Fan

k, then don't talk to everyone else like they knew what went on in the discussion.  And whatever you guys come up with doesn't mean it's the final decision.  Hopefully you guys can give us some advice because 2 heads are better than a whole bunch of single heads  :D sometimes

Everything that everyone has suggested up to this point all seem like good solutions to something that isn't that much of a big deal.  Not much to discuss, it just needs some playtesting.


Daybreak

Spekkio makes a good point about the healing your own poison. That shouldn't be alowed even though I mentioned it. As i think about team healing and such, it can be over powered when used so perhaps limit team healing to poison only and not health.
I rely heavily on auto gen as I tend to get shot a shit load. most of that time is when running away from a merc. If i lost enough life, i'd concentrate on finding more before continuing to the objective, this in my opinion would slow me down even more than usual. And Spekkio, for the times you've played with me, (shut up with the gay jokes) you know how long I take. (no seriously). As a casual gamer, this would be trippled.

So my final thoughts on this is.
-remove team healing, except for poison.
-keep autoregen
-health packs do the same as always, heal and remove poison.

As for trap removal, keep it. If you remove it from spies, you'd have to remove it from the mercs too. And that's not cool.

Farley4Fan

I actually would really like that Daybreak.  Sounds like the best solution so far.  If you are able to escape the merc and hide from him you should at least be rewarded with 1/3 of your health back from auto-regen.  But not as much as CT gives you, imo, it makes it easy to gain health and quickly.

Westfall

Quote from: Gawain on March 16, 2008, 01:17:37 AM
dude, i talked about this topic with spekkio for like an hour, and you can be sure that we thought way deeper than you can imagine. of course we thought about healing needles and other stuff  ::)

Just because you talked for an hour doesn't mean you see the fuckin light. "I talked to Spek and he said this so I knows this already so stfu." Just because you discussed something does not automatically mean it was biblical. Fuckin hell...

Spekkio has said this quite some time ago, and it was never a bad idea. Syringes just seemed nice. With the way PS is coming along, and how intense it seems like it will be, Spekkio's fix seems to be a necessary and well thought adjustment. Frvge's caught me for .2 sec, but the whole rolling through poison/heal really turned me off. I wasn't thinking str8. Daybreak's thoughts are spot on too. Dev's better be paying attention. ;)

Gawain

Quote from: Gawain on March 15, 2008, 10:09:15 PM
i first thought about giving 1 needle to every spy and needing 2 to counter poison, but after a long discussion with spekkio i saw the beauty of not having any healing possibility besides medkits.
did you actually read this? this needle solution is way superior to the one frvge suggested, but i even dropped this idea.