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Medic Awareness code  XML
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KohanX

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Joined: 03/04/2006 13:40:23
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It seems people have completely missed my second and third posts. I refer to them now.
Szlat

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KohanX wrote:
It seems people have completely missed my second and third posts. I refer to them now.
 
It looks like you missed the responses by BotFodder and v0rTeX
Szlat

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Moof wrote:
....At level 2 you get a colored health bar... 

Does the scaling of this health bar take into account the MaxHealth bonus that the individual medic can heal to?
So for a team player with 100 health, with a normal maximum of 100 health, a Loaded Medic level 1 would see a two-thirds green bar, and a Loaded Medic level 3 would see a two-fifths green bar?
Moof

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I made it so the prerequiside for this ability is LM3. I donno if Dru will want to change that.

Also: there are two bars, as Kohan suggested. However, I didn't do the overlay-style thinger, since that's much more complicated. Instead, what happens is that full health is a full green bar. One health above full gives an almost empty blue bar. 75 health above "full" gives a half full blue bar.

Does that make sense? I just woke up, I'm not sure if I'm explaining this too well

Moof, Scholar of Ni

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Szlat

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Ooops, you did mention the LH3 requirement in your previous post. ops:

Did you notice that the amount of extra healing (+150) is configurable in the RPG.ini file, so you can't code +150, you need to read it in at run time. You are probably already doing that - if not, you can get hold of it in the same way as the medic weapon does, via the ArtifactMakeSuperHealer MaxHealth value.
Szlat

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Personally, I am not keen on the two bar approach, if I am understanding it correctly. However, every single person will have their own view as to how it should be done. If you are implementing it, you go with what you want (Unless Druid has a different opinion)

One other thought, you could have a second bar underneath the health bar that shows how much healable damage the person has. Since the amount of xp you get back depends on the amount of healable damage, it would be useful for medics to know. Now most medics would heal people regardless of the amount of xp they would get, but that ought to be the medics choice. Having said that, to get hold of the amount of healable damage for each player will be just as difficult as getting hold of their class, so it is probably not worth the effort.
v0rTeX

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Szlat wrote:
One other thought, you could have a second bar underneath the health bar that shows how much healable damage the person has. Since the amount of xp you get back depends on the amount of healable damage, it would be useful for medics to know. Now most medics would heal people regardless of the amount of xp they would get, but that ought to be the medics choice. Having said that, to get hold of the amount of healable damage for each player will be just as difficult as getting hold of their class, so it is probably not worth the effort. 


I like the idea but I'm wondering about a side effect.
As you say most medics would heal them anyway (or at least the good ones would) but would it really be a good idea to show people that x player needs health but its all self damage? He might go for several minutes before a good samaritan would help him out. Personally I'd rather my accidental loss of health at my own hands not be quite so public in case I really needed a healing.

On the other hand, if people could see this information, the players who are obviously in there fighting and losing health as a result would get the quickest healing. So it would be good for agressive players and possibly bad for people who constantly find their own toes in the crosshairs.

Just a thought.
Szlat

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It would probably have the biggest effect on the players who like to use rage weapons.

And why shouldn't the medic know that he is sacrificing xp so the rage weapon holder can get more?
KohanX

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I directly oppose showing a medic which damage will give them EXP. Getting experience is a feature of healing, not the other way around.
Szlat

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KohanX wrote:
I directly oppose showing a medic which damage will give them EXP. Getting experience is a feature of healing, not the other way around. 
If getting experience is a feature of healing, why don't you get xp for healing people who have been using rage weapons? You are still healing.

Why did Druid specifically code it so that medics would not get xp for healing them? The no xp rule does not affect the rage user, it only affects the medic. So why did he do it?
320

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KohanX wrote:
I don't know about anyone else, I think that's sort of pointless, being as how they can already see how much health they and others have, and rather easily, I think. 


lol...

Continuum

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If you were to give medics xp for healing self damage it would only be a matter of time before that person hiding out was leveling up without assisting anyone or killing anything.. (would be very exploitable) also I think the rage weapons are quite balanced right now, if you got xp for healing with those they would just be a bit to powerfull compared to the cost (health).

I guess there would be benifits for being able to see if youd get xp for healing someone but I think the consequences outweigh it a bit.. plus medics are always blowing up my grenades ontop of me... and I have 2 charactes without health bonus so if someone walks in front of me I'm hurting for a medic




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KohanX

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Continuum wrote:
If you were to give medics xp for healing self damage it would only be a matter of time before that person hiding out was leveling up without assisting anyone or killing anything.. (would be very exploitable) 

Alright, I'm going to be the Devil's Advocate on Self-Damage, just because I can.

If you shoot yourself in the foot, on accident or on purpose, if you then treat the wound yourself, do you not get better at treating wounds?

That's all I have to say.
v0rTeX

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Is it time to close the door on this discussion and just let Druid decide if he even wants this on his server?

We are spinning the wheels of debate and everyone's going to get muddy soon.

320

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I really like the idea myself. Possibly restricting regular awareness from healers... ? Or maybe make it either/or to accomadate monster masters. Like if you buy "bad guy" awareness, you can't buy "healer awareness" and vice versa. Sort of allows you to customize the medic into a warrior type with the focus on pets, or a healer type with the focus on healing.

 
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