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Healing Super Weapon  XML
Forum Index -> Druids RPG
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Location: UK
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Shantara wrote:
That being said, we are contemplating creating a new level of Loaded Medic where you get an artifact or something that would just give you a healing super weapon, because we think it sounds like a cool idea.

If you want to discuss this potential new idea, however, make a separate thread for it in the Druids RPG forum.  
I can knock up an artifact that will cause a redeemer like explosion at a set point in front of the player, similar to the MegaBlast etc.

  • Will take a certain amount of adrenaline - say 50
  • Will heal all team mates. Amount to heal needs discussion. Say upto +500 in centre of blast ranging to +100 at edge of blast. Capped by the Medics MaxHealthBonus on each player. Or could just heal all players instantly up to their maximum?
  • Not droppable
  • Will do zero damage to enemies
  • Will give experience for the healing, according to the medics Experienced Healing

    There is already the sphere of healing, but that is a time-based healing centred on the instigator. Both the new artifacts could be given to medics at a certain level of Loaded Medic.


    Or were you thinking more of a 'healing redeemer', that gives zero damage to enemies, heals team mates, and where the damage effect will not change according to the current weapon?
  • KohanX

    Godlike

    Joined: 03/04/2006 13:40:23
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    Oooh, I got an awesome idea... Make it an artifact. You activate it and it drains at a rate of 50 adrenaline per second. You may deactivate it at any time and it will actually stop draining at the next multiple of 50 (so if you stop at 51, it stops at 100), or in any case, when you run out of adrenaline.

    When the artifact is deactivated, it grants you a redeemer warhead with a damage rating equal to the amount of adrenaline spent on it, which will heal exactly that much health when striking a team member, and non-piercing or zero damage to enemies.

    To do this, we would need to extend the redeemer, -ammo, and -projectile to support the new variable and to interact with each other accordingly. That and include my RW-type checker in every RW, and it should be set.
    Hobo_Joe

    Wicked Sick!
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    Joined: 06/12/2005 20:15:17
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    I like the idea of the deemer-like artifact. But will it be like the deemer where you can only use it once per wave? Or will you be able to use it however many times you have adren for it?

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    KohanX

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    The latter. It would give Medics a reason to get lots of adrenaline . Aside, it gives higher-level Medics something to work toward that continues to amplify their healing capability.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
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    Ok, I have knocked up an artifact to give a redeemer like explosion, that does no damage to enemies, but heals team mates for between 50 and 400 health. In cvs for review.
    KohanX

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    Joined: 03/04/2006 13:40:23
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    Awesome, you've got my thumbs-up.
    supertoast

    Killing Spree

    Joined: 05/26/2006 17:06:36
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    I like it, as a medic I usally max my adren but don't have anything to use it on.
    Flak Monkey

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    Joined: 08/24/2006 12:21:41
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    Im not a medic, but it sounds like a cool medic artifact to me.

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    Mach

    Killing Spree

    Joined: 09/04/2006 16:00:21
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    I'd definitly love this artifact. I miss not being able to shoot off healing deemers. Also deemers aren't on every map and with this I'll be able to do a deemer type heal every map.
     
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