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		<title><![CDATA[Latest posts for the topic "DruidsRPG187 is up"]]></title>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ This one fixes the following:

Artifact HUD for MonsterMaster
   Text shouldn't overwrite the text of who is talking on voice chat.

MonsterPoints HUD for MonsterMaster
   Text shouldn't conflict with "Press L for level up menu"
   After dying and respawning, the HUD should work.

MonsterMaster
   Monster limit is now capped at 3. No more heard of cows.

Healing for EXP has undergone a major revamp. It is now 1/2% of damage to xp instead of 1% for the base healing weapon, and each level you purchase of EXP Healing increases that by 1/2% to a max level of 5.

Sorry kids, no more mass exp for healing. This might be an over-correction in the other direction, so I'd like to know what you all are able to make in any given game. If you can break 2000 xp, I've got something very wrong still. If you cant get very much compared to other people your level, I've got it broken in the other direction.

Please please please let me know about how much xp you can earn in any given game.

Also, damage now registers for health all the way up to 450, so if they recieve damage after you've healed them above their max health, you'll earn xp for it.

All Medics with Exp Healing that were above level 20 have been changed to level 20. It's the fairest thing I could think to do. If you disagree, you can PM me with your idea of the fairest thing to do.


Things coming soon:
I intend to give score on the scoreboard for healing in invasion games.

Weapon Master skill to increase total damage AFTER all modifiers, and damage bonuses have been applies.

Resurrection Skill for medics.


Things coming not so soon:

New class called Engineer that will be able to build turrets, vehicles, and possibly obstructions.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 23:29:09]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>Please please please let me know about how much xp you can earn in any given game.&nbsp;
		</blockquote>

Well, just finished a game, start to finish, where there were no more than five players in at any time (but we won!).  I only got about 530xp.  I was tired though, and am only lvl 20.

I did notice that throughout the game, roughly 4/5 of my xp was coming form fighting and NOT healing, even though I tried to heal whenever I saw someone down on HP.  I don't know if this was your intent or not.  I just know that this is what happened.

Just my experience.  I'll come back tomorrow to try on a full server and see if that makes a difference, personally.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 23:46:33]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ New class! Woooo! Haha...you bearly finish the medic/monster class and I'm already getting worked up on the next one...sorry, I just don't like the mundane too much  :wink: 

Anyway, I guess going down 13 levels isin't too bad...even thought it's a couple days of play...

I got between 300-500 exp in one game...that's because I tried killing more than healing so it's not very accurate...]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 01:30:54]]> GMT</pubDate>
				<author><![CDATA[ SilverMonkey]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>New class called Engineer that will be able to build turrets, vehicles, and possibly obstructions.&nbsp;
		</blockquote>

wow... if you need any meshes, I could make a few, and there are others on here that can too if I remember correctly. Great job :)]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 06:08:23]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>Healing for EXP has undergone a major revamp. It is now 1/2% of damage to xp instead of 1% for the base healing weapon, and each level you purchase of EXP Healing increases that by 1/2% to a max level of 5.&nbsp;
		</blockquote>
I was just thinking that for the healing xp to be balanced, the medic needs to get about the same amount of xp as a LW player would get in the same time period fighting monsters.

So, ignoring DB/DR, a player takes about 5 flak shells to kill a warlord. I think this gives 10xp.
A medic can heal about 150 health with 5 flak shells (30% of damage). A fully maxed out medic would get 5% as xp, or 7.5xp. And that is assuming all the healing is not self-inflicted, and so generates xp. So the medic is better off killing monsters rather than healing others.
I think 1% base plus 1% per level, giving 10% in total would be a better solution. It encourages medics to heal, but would still be balanced because 
(a) the medic gets more xp yes, but the maxed out LW player would also get 250 health from vampire, 10 adrenaline, plus a chance of an artifact - which I think fairly balances the extra 5xp. 
(b) what nobody seems to have considered is the extra xp a LW player gets because he has been healed. Instead of hiding in a corner waiting for regen to boost his health, or dying on the next monster and sitting out the wave, he can get back into monster killing straight away.

(In passing, I notice that you have released v188 now, and the defaults there are 1% +1%/level. You are ahead of me again!).

As an aside, an extra skill for medics might be 'Healing Efficiency', where as the level increases, the %damage that gets healed increases up from 30%.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 06:33:44]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ The LW is supposed to be the main fighter, getting xp from killing bugs. The medic can get xp from healing people. It would be balanced if LA players could somehow get xp other than from bug killing.
I don't think maxing weapons for others etc could count. Too exploitable.

If they are supposed to be a mage type class, then their extra abilities would come from studying rather than fighting. You could have a study artifact, which would directly convert say 200 adrenaline into 50 xp.

Or you could have a timed one like double damage, called double xp, which while active doubles the xp LAs get from damaging monsters.

Or give the LAs a mage type attack that doesn't use a weapon. One shot per wave, damage similar to a redeemer, called Thunderbolt or something. Perhaps difficult to direct where it would strike?

Or modify the lightning rod artifact to be a single very powerful hit, available only to LAs. Will take out whatever it hits - presumably the closest monster. I think I like this one best - fits in best with the mage idea. At least they are not using weapons to kill monsters.

Just thoughts.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 06:59:13]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ It looks like you get xp for healing your own pet, but not for healing other people's pets?
Why is that?
I presume that healing damage to pets only gets xp if the damage was done by the opposition?]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 07:05:08]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Or modify the lightning rod artifact to be a single very powerful hit, available only to LAs. Will take out whatever it hits - presumably the closest monster. I think I like this one best - fits in best with the mage idea. At least they are not using weapons to kill monsters.
&nbsp;
		</blockquote>

And perhaps the equivalent of the Jedi 'Force push' - an artifact that implements knockback.

Or a 'null entropy within a certain distance while the adrenaline lasts'.

Get the LAs away from weapons.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1546.page#12108</guid>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 08:21:41]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Interesting that a fully loaded LW player can get back health nearly twice as fast using vampire as a medic can heal him. :? ]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 08:22:57]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ [DC]FodderMedic

 I only lost 2 levels when we all went down to level 20, so no big loss. I did notice though that I and everyone else kept their skills that they bought. Someone who was level 40 and is now level 20 has MANY more skills than me who is also level 20. This seems not right considering you felt we got our XP too easily, but you let us keep all the stat points we earned through that easy XP, we became level 20 <b>in name only.</b>

 I think everyone above level 20 should have been knocked down to level 20, reset all skills, and given the stat points of a level 20 player to redistribute. Otherwise you might as well left us where we were, same difference.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 08:29:30]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>I think 1% base plus 1% per level, giving 10% in total would be a better solution. It encourages medics to heal, but would still be balanced because&nbsp;
		</blockquote>

Yup, within about 10 minutes of testing I could see it needed a little more.


<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>(In passing, I notice that you have released v188 now, and the defaults there are 1% +1%/level. You are ahead of me again!).&nbsp;
		</blockquote>

Except the max level is 9, making the total amount 10% :)

<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>As an aside, an extra skill for medics might be 'Healing Efficiency', where as the level increases, the %damage that gets healed increases up from 30%.&nbsp;
		</blockquote>

That is an interesting idea /:)

]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 08:43:10]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>It looks like you get xp for healing your own pet, but not for healing other people's pets?
Why is that?
I presume that healing damage to pets only gets xp if the damage was done by the opposition?&nbsp;
		</blockquote>

Actually, I'm thinking about removing the xp for healing pets alltogether. You can heal a titan way way too much... the xp gained would be rather large. That and you can always just remake your pet.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 08:44:27]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ Wow feels like Team Fortress is comming back.  LOL

I'd love to see the Engineer class be able to rebuild armor, or drop armor powerups.  Engineers could build weapon lockers, drop them anywhere.  I'd also like to see medics  drop/give adrenaline to another player.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 09:11:56]]> GMT</pubDate>
				<author><![CDATA[ FRAGaLOT]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>FRAGaLOT wrote:</cite><br>
		<blockquote>Wow feels like Team Fortress is comming back.  LOL

I'd love to see the Engineer class be able to rebuild armor, or drop armor powerups.  Engineers could build weapon lockers, drop them anywhere.  I'd also like to see medics  drop/give adrenaline to another player.&nbsp;
		</blockquote>

 weapon lovkers scare me. Would make one wonder why bother with LW. Unless  the lockers could only contain weapons that already exist as pickups on that map.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 09:35:17]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ will there be anything new in the .ini file for the addon? if so what?  :P (just curious)]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 09:58:19]]> GMT</pubDate>
				<author><![CDATA[ super_sonic]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Dru, This was brought up today while i was playing around 2:30..Everybody knows the player Ooo well he said that since he was knocked down to  level 20 his exp stayed as in having to level up so he is sitting on level 20 having to get like 30,000 exp i was like whoooo dru might have forgot about this.So i wanted to let you know just incase he wasn't the only person having this problem i dont know about my medic man yet i haven't changed names back yet 
]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 14:33:36]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>Shadow-X wrote:</cite><br>
		<blockquote>Dru, This was brought up today while i was playing around 2:30..Everybody knows the player Ooo well he said that since he was knocked down to  level 20 his exp stayed as in having to level up so he is sitting on level 20 having to get like 30,000 exp i was like whoooo dru might have forgot about this.So i wanted to let you know just incase he wasn't the only person having this problem i dont know about my medic man yet i haven't changed names back yet 
&nbsp;
		</blockquote>

I have the same thing (except no level rquires 30,000, it's more like 6,000 at his point).  This is more of a minor problem that Dru will eventually get to, but he's probably more involved with larger problems atm.

Besides, for most that made a medic, they've got another character that they can still play with.

Edited to add: Actually, <i>I think</i> Shantara takes care of things like this, but don't quote me on it.  Besides, same thing aplies as before.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 15:18:23]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote> Please please please let me know about how much xp you can earn in any given game.&nbsp;
		</blockquote>

Played BloodRun (30 minutes) and earned 1106 XP. ]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 15:40:42]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>Played BloodRun (30 minutes) and earned 1106 XP. &nbsp;
		</blockquote>

Thanks for the feedback fodder, I could kiss you!  :x ]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 16:14:47]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>Shadow-X wrote:</cite><br>
		<blockquote>Dru, This was brought up today while i was playing around 2:30..Everybody knows the player Ooo well he said that since he was knocked down to  level 20 his exp stayed as in having to level up so he is sitting on level 20 having to get like 30,000 exp i was like whoooo dru might have forgot about this.So i wanted to let you know just incase he wasn't the only person having this problem i dont know about my medic man yet i haven't changed names back yet 
&nbsp;
		</blockquote>

Yeah I forgot to tune everyone's next level down when I did this. Your level will self adjust after you complete the level you're on.

I'll try to make it up to all of you beta medics.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 16:18:06]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote><p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>Played BloodRun (30 minutes) and earned 1106 XP. &nbsp;
		</blockquote>

Thanks for the feedback fodder, I could kiss you!  :x &nbsp;
		</blockquote>


No thank you /:) 

On one hand I thought this was kind of low, but  on the other hand it's about as fast as I go when I use my LW player. 

 Being a medic is hard work. Case in point, I have to put myself in a lot of harms way when I'm concentrating on healing someone during a monster fight. I focus most of my energy looking at their health (which I think should be larger) and not a lot on the fact that I'm getting a lot of damage from misceleneous monsters. Therefore earning XP quicker may be a good compensation for this. ]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 16:30:14]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Umm, on my medic name it says I OWE 21 points...my stat points point out -21...is that suppose to happen?]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 17:23:36]]> GMT</pubDate>
				<author><![CDATA[ SilverMonkey]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote> Being a medic is hard work. Case in point, I have to put myself in a lot of harms way when I'm concentrating on healing someone during a monster fight. I focus most of my energy looking at their health (which I think should be larger) and not a lot on the fact that I'm getting a lot of damage from misceleneous monsters. Therefore earning XP quicker may be a good compensation for this. &nbsp;
		</blockquote>

I think this is where the real debate will emerge.... <i>[rhetorical question]</i>  Is a medic a soldier with a decked out healing gun, or is he pure support?<i> [/rhetorical question]</i>]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 18:10:45]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>...looking at their health (which I think should be larger) ...&nbsp;
		</blockquote>

Actually since the idea was already mentioned, I think it would be easy to add a skill that works like awareness only for Players instead of monsters. I haven't peeked at the code yet but since the data for a monsters health exists and can be shown in bar graph format with colors, a players health ought to be that much easier. 

EDIT: okay I looked at that code and yikes!  :shock: 
I'm sure Druid could work out how to convert it to player health though.
 :wink: ]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 18:21:15]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>Please please please let me know about how much xp you can earn in any given game. &nbsp;
		</blockquote> 
Played as a level 20 medic, no exp healing, healing everyone who came close, and continually announcing where I was. Attacking monsters when they came close, but not chasing. Some other medics on the map, but not announcing where they were, and I don't think they were primarily healing. 
XP scores for three games were 280, 320 and 320. Around 16-18 players on the map. 
EDIT: I think we completed wave 16 on 2 of the games.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 19:00:56]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Okay, first, an Engineer class would kick <insert appropriate word here>.  The only problem is that now I can't choose between Medic and Engineer!  T_T.  By the way, you need to make a first-time/reset popup asking for your class, so that you have to choose one before you can do anything else.

I also got a great idea for the class system, though it would require a bit of modification.  First of all, make abilities purchased separately from stats, like feats in DnD or Star Wars: KotOR.  Adding on to that, make the different classes have different chances to gain each.  For example, Medics would have many chances to get more abilities (one per level or something), but less points to spend on stats per level, like three.  A Weapon Master might have the standard seven poitns per level, but gets abilities less often (one every three levels).  An Adrenaline Master would be the medium, getting one ability every second level, and five stat points each level.

At the moment I'm learning bunches about the base UTRPG, so if there are any modifications you would need, I'm happy to figure out how to make them and distribute a revamped UTRPG.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 20:34:13]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>Kohan wrote:</cite><br>
		<blockquote>By the way, you need to make a first-time/reset popup asking for your class, so that you have to choose one before you can do anything else.&nbsp;
		</blockquote>

This is mostly true already, so I'm not really sure it's worth the work...]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 22:23:23]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>la_bomba wrote:</cite><br>
		<blockquote>a medic a soldier with a decked out healing gun, or is he pure support?&nbsp;
		</blockquote>

I actually think this is a really valid question as I'm thinking about making the medic weapon do no damage, but maybe also have the knockback ability.

Any thoughts on this?]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 22:26:21]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Actually, I got the idea that you could mod the Link Gun, maybe call it "The Medic", and revamp the alt-fire to heal, and make the beam white.  This way, you can change anything without hindering gameplay with other weapons crisply, and the alt-fire will lock on to teammates, healing them, while giving some room for slack, which, I'm sure, is a large portion of any shots that don't reach the target.  This would remove the constant "Hold still!" from medics.  Perhaps the Primary fire would be the aforementioned healing shaft, and the secondary fire would be a shoving Link-Primary-Fire, also of a white texture, so as not to confuse it with the original.  Also, removing Healing weapons as random would not be a bad idea, though I'm not sure many players would approve.  So as to remove the medic from the half-combat zone, I suggest making some sort of change to the client that keeps them from picking up weapons and ammo, acting as though they already picked them up or are at max ammo.  I could design "The Healer" for you.  In fact, I think I will, just for the hell of it.  So yeah, the jist is that the Medic begins with a Shield Gun, Assault Rifle (of Infinity?), and The Healer, which has 1 ammo (doesn't consume any though, so it's synthetic '-of Infinity'), and cannot pick up any weapons or ammo.

Update: FYI, this would remove the Medic Weapon Maker, as it would have no more use.  And *all* Medics would have this gun, no ability needed.  Also, Classes should, I think, be more separated from abilities (they use the same list), because they do much more than just give a player an ability.

Also, in your reply to the popup-asking-for-class thing, such is not true.  You could use all of your points on stats and not need to touch any abilities for at least a few levels.  With the whole classes-get-different-amounts-of-stat-points-per-level idea I suggested, you would have to choose your class before anything else anyway.

Hey, I'm sure I'm sounding like I think I own the mod, but I'm just really ambitious about this and everything, and I don't want to make one on my own because, frankly, I can't do so.  A community is the best way to do things in almost any case.  I just don't want you to look over all of my ideas like they're just another apple on the tree.

...To make me feel better, would you post saying you read this thoroughly and understand everything I said?  Please?  Just for me.  Even if you don't read it all and/or understand, I don't like being ignored, and I'm sure you don't either.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 23:01:02]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ That's not a bad idea, and fairly easy to do if you look at RPGLinkGun, RPGLingGunAttachment and RPGLinkGunFire.

It's also a cool idea because the exp the player you're healing is given would be shared with the player doing the healing.

I need to think on this idea some more... it's sounding better and better...]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 23:21:54]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Personally, I'm in favor of a medic becoming full support.  As for the link gun modifications, those actually sound <u>really sweet</u>.  Coming from someone who is just extatic about the medic class, this would solve a lot of problems, although it would introduce a few.


     <b>Good Things</b>
-Definetely no more having to thread the needle in chasing people on the run.  An absolute plus.  Also benefits attackers as they no longer have to be a siting duck.  They can concentrate on doing their job as attacker and not sit still (plus, as Druid stated, xp sharing).  Although, this doesn't mean the attakcer should abandon their medic, I still think it's their responsability (as a decent attacker) to defend a medic that's healing them.

-Easier to heal; with the flexability of the link alt fire, the medic can look to the sides (somewhat) and watch for monsters while still locked on to their team mate. 

- A chain of medic gun's on alt fire.  Instant full health in under a second! (I want a screenshot of that).

- This just sounds/feels like a more supportish role (is that a word?).  This forces teamwork and, well, just sounds more supportish!  (Sorry, I just like how this sounds).

     <b>Bad Things</b>
-As for not being able to kill, i'm iffy on that (the part about not being able to pick up other weapons).  It would be lovely though if.... healing xp were increased...again (sorry).  Most of my xp has been coming from fighting, so if I can't get XP like that anymore, then an increase, I would think, would be in order.

-In sharing the xp using link alt fire, it may cause conflict with exploiting.  What if someone doesn't want to share their experience?  What if they're full health and the medic just camps for the xp mooching?  (I still think it's an awesome idea, but problem should be addressed).  Maybe attacker's can have an off/off switch allowing them to be linked to or not...

-What about adrenaline?  If we're supposed to (eventually) be medic's AND monster masters, how are we supposed to get adrenaline without being able to kill monsters?  We can get adrenaline drip, and pick up adrenaline packets, but is that enough?  I don't know the answer, I just know it's worth thinking about.

-I <i>THINK</i>, repeat <i>THINK</i>, that knocking a monster off the end of a map (like FaceOffClassic) gives you the xp for killing them.  If I'm correct, then the knockback would still give medic's some xp for killing.  It's a minor point (and I may be wrong), but another thing to bring up.

All in all, I find myself hovering the forums due to excitement.  This is an absolute plus in making this server stand out, and much appreciated as well!

P.S.  I'm sorry if these are all noobish comments.  After all, I am noob!]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 00:06:03]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>DruidsRPG187 is up</title>
				<description><![CDATA[ I agree on la_bomba(noob^2&3) with the good and bad things. As for the xp part. I have a lv35 and a lv20 medic(due to reset) and I gain twice xp with my medic then my weapon master. There is someting unbalance as lack of monster or monster to easy... Can't find the exact missing thing. Was my 2 cents...]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 08:15:36]]> GMT</pubDate>
				<author><![CDATA[ fujoubou]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>la_bomba wrote:</cite><br>
		<blockquote>-I <i>THINK</i>, repeat <i>THINK</i>, that knocking a monster off the end of a map (like FaceOffClassic) gives you the xp for killing them.  &nbsp;
		</blockquote>

It gives you one point. Due to the way RPG bases experience on damage and gives 1 bonus point for the actual killing of the monster, it gives you 1 experience point since a stage falloff is considered a non-damage, instant death.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 08:54:11]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ As medic:

Buliwyf - full 16 waves - 611 exp

Torlan - full 16 waves - 655 exp - spent most of game killing monsters, map too big to hunt down people.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 13:08:07]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Some thoughts to throw in the pot about an Engineer class:
Would have to have a super link gun for repairing vehicles. This of course would be able to increase the armour of a vehicle above it's normal amount (aka medic's healing)
Could perhaps get 20% extra speed out of any vehicle
Should be able to adjust weapons to make them more efficient. Either more damage or faster fire rate. Perhaps artifact based?
Could perhaps have a specialised radar - tho exactly what to show I don't know!
As mentioned earlier, should be able to create weapon lockers and turrets - both the automated dump-and-leave sort, and the manned sort of turret.
Perhaps have an 'armour drip', so his armour keeps increasing. 
Perhaps be able to deploy 'energy barriers', that monsters can't go through, or take lots of damage if they do go through.
And of course would have to have a Scottish voice pack, with the pre-defined phrase ' but the engines canna take it'
Perhaps an improved translocator and vorpal shield gun?

Just ideas really - the more the better at this stage.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 13:15:33]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Engineer is a good idea, i was thinking about a Rogue class.

Something that can "Hide" and that is actually working against monsters :P
Make it so the moving rate is very slow or something.

With a BackStab ability that could insta kill. It would be helpfull to have a rogue survive on that wave 16 hiding and killing everything left. But that might take a long time if he moves slowly :p

Like the Medic is also the Monster Master.

Engineer could be Rogues.

Just an idea :)]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 13:46:23]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Perhaps the engineer could have his own version of "The Healer", modeled after the shield gun.  The primary fire would be a short-range uber-healer for vehicles (active, no charging), with the sound effects of the Shield Gun Primary (sorta sounds like mechanics clinking together), and the alt-fire of a link gun, with the same sounds, but longer range and less of a direct effect.  Oh MAN... perhaps for actually making vehicles, there would be an awesome mod that would replace every VehicleFactory with a VehicleBase, where the engineer would have set points to make vehicles, sorta like turrets in Star Wars: Battlefront/2.  The same weapon would be used, and a little progress bar thingie would be around, and once it's finished and the engineer steps away, poof!  A new vehicle!

In my opinion, Engineers should be the behind-behind-the-lines.  Here's the hierarchy of combat:  Weapon, Adrenaline, Medic, Engineer.  Perhaps give the Engineer half of all stats except Adrenaline?  Like 50 total health, -100 Damage Bonus (0.5%), -100 Damage Reduction (ditto), -50 Fire Rate, et cetera.  This would emphasize the 'super-support' essence of it, and keep them around bases instead of out in the open where they aren't of use as engineers anyway.

To la_bomba, thanks for your support, and to comment on the Link Shaft thing, you can customize it to maintain a link at up to 90 degrees, though I think 45 or 30 would be fine for this role, as I'm sure people can move their mice fast enough to catch up with anything beyond such.

As for shared EXP between Healer and Healee, I'm not sure that's such a good idea.  Just stick with 5%-Damage EXP healing method and play it by ear.  Because only one weapon will be able to heal (that Medics wield), there won't be the issue of "playing the medic wrong", and we will have more general EXP-gained-per-game statistics, so we can fine-tune it easier.  Sorry for using 'we' so much, I just like the whole idea.

...Go Medics!

Ah, something more to add.  Perhaps the 'Master' should be removed from classes.  It would save space, and also allow for more creative names.  Medic Master would be Medic, Monster Master would be Tamer, Weapon Master would be Warrior, or Mercenary or Marine or something, Adrenaline Master could be, um...  I dunno, I don't know much about what they can do, and Engineers would just stay Engineers.

Why are Marines called Marines if they don't have anything to do with water?

As for the whole 'Rogue' idea, it's alright, but we already have enough non-front-liners, and the Engineer is good enough, and being half Rogue would increase the want to go out and kill yourself when the other players need you at the base making vehicles for them.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 16:32:58]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Jeez, are my posts long enough?]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1546.page#12189</guid>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 16:33:32]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ I dunno if this got fixed, but Sunday night pets were being healed way too much. Here is a screenshot of several bunnies who's health bars (awareness ability) streched halfway across my screen.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 19:19:09]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ That's hilarious.  Must've been some really weird bug O.o]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1546.page#12214</guid>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 22:07:11]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Mega rabbits  :D ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1546.page#12237</guid>
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				<pubDate><![CDATA[Wed, 25 Jan 2006 12:47:07]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[  I was thinking of things to add, not like a new class, and I came up with two skills I would like to see: Sturdy and Balance. Sturdy would act just like Sturdy weapons do in that you wouldn't get bounced by energy blasts hitting you. Nothing I hate more than getting stuck in a corner or against a wall and getting "juggled" like in some Street Fighter game until I die. Balance would help you keep you footing so that Titans couldn't bounce a player so much (or at all at the top level). Anyhow, just my 2 cents on things.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2006 19:23:20]]> GMT</pubDate>
				<author><![CDATA[ {NYA}ViCorp:S]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ 

Okay, first let me say that I am in favor of having a medic become full support, but in order to justify my own beliefs on the subject, some things should be addressed.  I think the name for me at this point is, "Devil's Advocate."

Reasons against a medic becoming full time support...

- Dependant on team work.  On a good game, this could be beneficial, but if there's only kids on, or the more "stuck up" players, then your leveling can be significantly decreased due to the incompetence, or just plain rudeness of others.

- What if we're the last character alive?  Wave 16 with dozens of titans, queens, and warlords, and all I can do is use knockback on them?  I was always taught that suicide is not an option.....

- What about the inevitable vehicle invasions?  Can medic's fight offensively now?  Or not?  What about healing vehicle damage?  Link guns already do that, can we do it better?  Heal the person INSIDE the vehicle?

- Fun.  Who doesn't enjoy blowing up a skarj or titan?  I love healing, but even I get the urge to make things go boom occasionally....  This would severely inhibit our abilities to do anything else but heal.

- What about monster masters?  What if someone wants that before becoming a medic?  Must they level using Nali Bunnies and Cow's until they can summons better things?  That would be hell.  Without fighting, they're forced to get healing before monster abilities.

- (This is partially a joke)  Shoot me if I have to listen to a constant link gun alt fire for healing an entire game.  Maybe the sound can be altered?  For the Love of God, PLEASE!  (Minigun for 16 waves straight is mind numbing).

- Auto taunts, make em' stop!  Playing at 3:00am and healing bot's could get more annoying then that stupid phone commercial "Can you hear me now?"

- Ummm, I guess that's it for now (I'll probably come back and edit this later with more).

Again, I want a medic to be full support (as long as certain problems are addressed which have already been stated) but the other side of the argument should be looked at.  If this can be disproved then it would support the case even more.  If not, well, some (including myself) may even change their minds.

Also, it should be said that even if the Medic class is left as is, we shouldn't get angry that we didn't get more.  What Druid's done is awesome, and while even I complained at the rate originally, with a few levels of experienced healing I'm now getting (peak) 1,000xpa game, at level 24.   It's not broken, but it COULD be upgraded, but we shouldn't get greedy.

<span style="font-size: 7px; line-height: normal">Athough, I WANT MY RESURRECTION SKILL, NOW!!!!!!! (j/k)</span>

A penny for your thoughts....

Noob(s), out....]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 00:50:56]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>{NYA}ViCorp:S wrote:</cite><br>
		<blockquote> I was thinking of things to add, not like a new class, and I came up with two skills I would like to see: Sturdy and Balance. Sturdy would act just like Sturdy weapons do in that you wouldn't get bounced by energy blasts hitting you. Nothing I hate more than getting stuck in a corner or against a wall and getting "juggled" like in some Street Fighter game until I die. &nbsp;
		</blockquote>

I actually developed a skill for that. I call it Iron Shoes and its in my RPG package. It has 4 levels and each level reduces the amount of juggling by 25% so that when you have 4 you dont get bounced at all. For some reason it does not keep you sturdy against redeemer blasts but it works on everythign else. 

And as an added side effect, it stops working when you turn on the Globe of Invulnerability. So the penalty for being invincible is no more sturdy unless you have the guns.

If Druid feels like adding it he could just swipe out some code from my addon. Heck he might even be able to clean it up or improve it somehow.
 :wink: ]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 05:31:48]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <blockquote>
I actually developed a skill for that. I call it Iron Shoes and its in my RPG package. It has 4 levels and each level reduces the amount of juggling by 25% so that when you have 4 you dont get bounced at all. For some reason it does not keep you sturdy against redeemer blasts but it works on everythign else. 

And as an added side effect, it stops working when you turn on the Globe of Invulnerability. So the penalty for being invincible is no more sturdy unless you have the guns. 

If Druid feels like adding it he could just swipe out some code from my addon. Heck he might even be able to clean it up or improve it somehow. 
&nbsp;
		</blockquote>

And it works against Titans bounce?

OMG That would be so cool to have on the server  :D 

]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 07:36:39]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>la_bomba wrote:</cite><br>
		<blockquote> ...or the more "stuck up" players, ... or just plain rudeness of others. &nbsp;
		</blockquote>

I'm not sure what you mean by "stuck up" players, or by "rudeness of others". I know there's a growing amount of players not saying thank you to the medics for healing them, but this may stem from the fact that if everyone thanked the medic for healing, then all we'd hear throughout the game was "Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You", etc....



<blockquote>I was always taught that suicide is not an option..... &nbsp;
		</blockquote>
Then don't suicide

<blockquote>What about the inevitable vehicle invasions?&nbsp;
		</blockquote>
When vehicle invasions maps are played I just play as I do my LW player. I got just as much EXP and points as my LW player.

<blockquote>This would severely inhibit our abilities to do anything else but heal.&nbsp;
		</blockquote>
If all we could do is heal then no one will be playing medic for long. Both becouse it will become too boring and because we'll be dead 20 sec. into each wave because we cant defend ourselves.

<blockquote>Minigun for 16 waves straight is mind numbing&nbsp;
		</blockquote>
Minigun is the best weapon for healing and I agree I hate listening to it continually. Perhaps for the duration of a healing, the medic can hear a soothing "healing" sound and when the person's healed the sound stops, telling the healer to move on.

To end please someone tell me once again... what is meant by "full support "]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 09:21:40]]> GMT</pubDate>
				<author><![CDATA[ crabman2]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]
And it works against Titans bounce?
&nbsp;
		</blockquote>

No. 
Sorry, I didn't mean to make it sound like my skill addressed both issues. I was referring to your Sturdy suggestion not the Balance suggestion.]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 11:19:30]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Ohhh ok that one

<blockquote>
Sturdy would act just like Sturdy weapons do in that you wouldn't get bounced by energy blasts hitting you
&nbsp;
		</blockquote>

It would also be very cool to get rid of the Sturdy weapons   :twisted: 

Edit:

BTW, Sturdy is an Awesome effect on Sniper Guns. Its my #1 effect for snipers because of Nalis, nothing is better for Headshots. They cannot juggle you with Shield/Rocket/Bio. And god only knows how much i search for the Head Hunter map after map  :lol: ]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 11:24:21]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <blockquote>...or the more "stuck up" players, ... or just plain rudeness of others.

<blockquote>I'm not sure what you mean by "stuck up" players, or by "rudeness of others". I know there's a growing amount of players not saying thank you to the medics for healing them, but this may stem from the fact that if everyone thanked the medic for healing, then all we'd hear throughout the game was "Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You","Thank You", "Thank You", "Thank You", etc....&nbsp;
		</blockquote>&nbsp;
		</blockquote>

No no no, I accept that (and prefer it, I've seen people die when stoping to say thank you).  I mean they not only make it hard to heal, they make it a point to run when at 5hp between waves, when all logic says stop.  Or, the players that just don't want medics to gain xp and run away (which is different than those that don't want a heal <i>yet...</i>)



<blockquote>I was always taught that suicide is not an option..... <blockquote>
Then don't suicide&nbsp;
		</blockquote>&nbsp;
		</blockquote>  But what if i can't do damage, but am the last one alive? Do I sit there and hide until the end of time?  Twidle my thumbs raw?

<blockquote>What about the inevitable vehicle invasions?<blockquote>
When vehicle invasions maps are played I just play as I do my LW player. I got just as much EXP and points as my LW player.&nbsp;
		</blockquote>&nbsp;
		</blockquote>
That's kinda my point.  If we turn full support, then it won't work on vehicle invasion maps.  (This my be acceptable, I don't know, that's not my decision.  Just something that I realized).

<blockquote>This would severely inhibit our abilities to do anything else but heal.<blockquote>
If all we could do is heal then no one will be playing medic for long. Both becouse it will become too boring and because we'll be dead 20 sec. into each wave because we cant defend ourselves.&nbsp;
		</blockquote>&nbsp;
		</blockquote>
Exactly what I'm afraid of.  I don't know if I would, but many, many would. (Although, more xp for me!)

<blockquote>Minigun for 16 waves straight is mind numbing<blockquote>
Minigun is the best weapon for healing and I agree I hate listening to it continually. Perhaps for the duration of a healing, the medic can hear a soothing "healing" sound and when the person's healed the sound stops, telling the healer to move on.&nbsp;
		</blockquote>&nbsp;
		</blockquote>
That's not a bad idea.  I just hoped for a mute effect, but that's not bad either.

<blockquote>To end please someone tell me once again... what is meant by "full support "&nbsp;
		</blockquote>

Full suppport (my definition) is the idea that a medic's sole and only purpose is to help others, they cannot help them selves (except heal themselves, which with a link gun they can't do).  They don't attack, they don't fight (except the proposed knockback feature, which is purely defensive), they're only purpose in life is to heal.  They <i>support</i> the others.

Thanks for the input though, I hate being devil's advocate, but it does help me decide my opinion of the subject.]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 14:21:45]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts  :? ]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 14:41:22]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Ah ha, here's an idea....  This can be used to counter the "bored from healing" and the "last man on wave 16" problems.

Make a skill that introduces a new artifact (like medic maker with loaded medic) that turns the medic gun, temproarilly, into a damaging weapon.  Make it adrenaline based, so this would cause medic's to invest in other skills other than monster and medic stuff (adrenaline regen and max adrenaline).  Maybe, with each level, they can do normal damage, 1.25 damage, 1.5 damage, 1.75 damage, and 2X the damage.  With it based on adrenaline they can't use it all the time, but it does give them something to fall back on if the situation arises that they need to drop the support role for a minute.

This would allow them to switch from full support to offensive fighter, but only shortly.  That, and they'd be limited to fighting with the link gun (If that's what Druid picks to be the medic gun).

Just an idea...]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 14:54:47]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts  :? &nbsp;
		</blockquote>

 I'm sure it helps a bit. I haven't been playing a whole lot since all the changes and I'm sure while I have there have been a couple of times where the medics have saved me but more often then not I would have gotten the health back with vampirism anyway.

 In fact more then anything I'd say the healing has dirsrupted me due to the knockback when at full health issue which Druid addressed already and the issue with booster when healed beyond rpg standard or whatever it was... has that been fixed yet?]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 15:06:01]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Ooh, the whole soothing-sound-while-healing idea is awesome.  My idea of soothing is a very well-trained choir, like the Sopranos hit a note, Altos hit the next octave down, and so on to Bass.  I think that would create quite the 'holy' effect, which is what medics need  So it'd be silent, sing when healing, and perhaps make a minor quasi-explosion type sound when they are healed, like a duller vehicle-spawn sound, you know, the shhhhhHHKPOW sound.  What else would be cool is, perhaps an ambient sound, once again, a singing choir, though an actual piece this time, that people could hear and know they were getting near a medic.  The Medic himself would hear this music, however, perhaps an ability or something would fade this into an 'evil' song when injured are nearby, the louder, the more wounded.  I like the whole idea of a medic becoming half-priest with all this.  What do you guys think?]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2006 15:58:53]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts  :? &nbsp;
		</blockquote>

A shot in the arm from a medic is always welcome in my book!  If I notice it happening I usually will stop, kneel down and provide cover fire and a few mines if I still have the ML. I have only one little gripe and that is if I have booster running, I don't get my shield raised after a medic heals me past my starting health, but hey the extra points in health work just the same and I can always hunt down a few shields. As for your actual question, I haven't really noticed any increase really, just a decrease in the amount of time I use ghost.]]></description>
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				<pubDate><![CDATA[Fri, 27 Jan 2006 03:36:25]]> GMT</pubDate>
				<author><![CDATA[ emetakleze]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <blockquote>
Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts 
&nbsp;
		</blockquote>

It definatelly help me. As a low level LA :)
But for the score it depends on the map. IT helps only on those maps without Life Packs.]]></description>
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				<pubDate><![CDATA[Fri, 27 Jan 2006 07:01:39]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <blockquote>Have non-medic players noticed any increase in playing time and scores due to medics healing them or does it feel more like a band-aid? Your thoughts  :?&nbsp;
		</blockquote>

I've had direct reports that this helps the lower level players to survive. The higher level players obviously have their own mechanics to protect themselves without help.]]></description>
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				<pubDate><![CDATA[Fri, 27 Jan 2006 13:58:14]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[  :(  PLease please dont remove the damage that the medical gun can inflict, this is the only weapon how i can defend myself and getting adrenaline for my summonings..

]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2006 03:19:18]]> GMT</pubDate>
				<author><![CDATA[ ralyax]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Get other weapons.]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2006 03:23:57]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ A thought: Instead of using an aural signal to indicate low-health players, use the radar. Full-health players would have the steady blip (what you see now). As their health decreases the blip will pulse more rapidly. A slightly injured player will pulse slowly, while one on the verge of death will pulse rapidly. That way medics can tell exactly where the wounded are.]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2006 14:58:54]]> GMT</pubDate>
				<author><![CDATA[ Frag.Stag]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>Get other weapons.&nbsp;
		</blockquote>

i had try with other weaps but  is too difficult to get ammo, if i run out of ammo i will have  to look for it and i will no have chance to defend myself in the process.]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2006 17:00:38]]> GMT</pubDate>
				<author><![CDATA[ ralyax]]></author>
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				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ Was playing a game and got the following error.... (I edited it so it wouldn't turn into a post three screens wide, but the content is unchanged)

<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>UT2004 Build UT2004_Build_&#91;2005-11-23_16.22&#93;

OS: Windows XP 5.1 &#40;Build: 2600&#41;
CPU: GenuineIntel PentiumPro-class processor @ 1197 MHz with 255MB RAM
Video: NVIDIA GeForce4 MX 4000 &#40;8185&#41;

RPGLinkGun ONS-Glanum.RPGLinkGun &#40;Function Engine.Weapon.GetFireMode:0000&#41; Infinite script recursion &#40;250 calls&#41; detected

History: FFrame::Serialize &lt;- UObject:: ProcessEvent &lt;- &#40;RW_SuperHealer ONS-Glanum.RW_SuperHealer, Function 
UT2004RPG.RPGWeapon.ClientStopFire&#41; &lt;- AActor::Tick &lt;- TickAllActors &lt;- ULevel::Tick &lt;- &#40;NetMode=3&#41; &lt;- TickLevel &lt;- UGameEngine::Tick &lt;- 
Level ONS-Glanum &lt;- UpdateWorld &lt;- MainLoop &lt;- FMallocWindows::Free 
&lt;- FMallocWindows::Realloc &lt;- 10910191 0 FArray &lt;- FArray::Realloc &lt;- 0*2 &lt;- FMallocWindows::Free</pre>
		</div>

<i>(See, Okin, I finally remembered to use the code command!)</i>

I was just gonna submit it to Epic, but when I looked at it I realized it was not an issue with the game but with one of Druid's fine modifications, so it goes here instead.  :D

I was on Glanum healing a raptor with a medic link gun.  A new wave had also just started to count down.

FYI]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2006 02:18:46]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>la_bomba wrote:</cite><br>
		<blockquote><i>(See, Okin, I finally remembered to use the code command!)</i>&nbsp;
		</blockquote>

Good, I was starting to think my posts were invisible]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2006 02:25:38]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG187 is up</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote><p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]
And it works against Titans bounce?
&nbsp;
		</blockquote>

No. 
Sorry, I didn't mean to make it sound like my skill addressed both issues. I was referring to your Sturdy suggestion not the Balance suggestion.&nbsp;
		</blockquote>

I'll accept patches]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2006 15:09:56]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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