Lo6a4evskiy wrote:Frankly, instead of just brainstorming ideas, I think everyone should decide what exactly it is that they want from sleepers. What role do you think they should play, if any?
I think sleepers ought to be good, fast healing that is stuck in one place, in comparison with cryo's immobile, good and slow healing and a medkit's mobile healing. I think default medkits are too effective and bruise packs and the like should get nerfed down to like half efficacy or something.
Ideally there'd be a Baystyle system of injuries fixed via (relatively quick) surgeries or other
involved, non-chemical methods. That's a big project though.
[brainstorming]
Since it seems like rechargeable medkits are the favored idea here, how about making a better healing item in general? Have it activate to swap between a 'heal' mode and a 'diagnose' mode, so you don't have to juggle your analyzer/ID and the appropriate meds.
Also, UI improvements: Though the locational shit is nice in that it makes diagnosis important and is probably more engaging than just 'loltricord', but it's kinda annoying because the readout from health analyzing is kinda hard to read IMO - all the numbers and their locations mix together, and with chat constantly moving it's a bit difficult to get a good look. Also, the icon to swap between places you aim at is kinda finicky - most of the locations are tiny and hard to click on. Can that be fixed somehow? Perhaps a locational-aiming cycle hotkey?
[/brainstorming]
dezzmont wrote:You are right, healing doesn't require any skill, but pretty much any change to medical supplies will not alter that unless we create mandatory field surgery. The main problem with field healing is twofold in my opinion, it isn't interesting and while it is efficient it requires a lot of inventory juggling. That said the situations where you do field heals are generally more exciting than using the sleeper, so encouraging their use would be beneficial.
Rechargable medkits would actually make medbay more critical to control, assuming the chargers are located there and not compatable with gun chargers, because it would mean once medbay is gone healing becomes super limited. If anything supply based medical is what allows you to ignore medbay, as you can just jam 8 medkits into your bag and say goodbye to those white halls for the rest of the round, and screw the entire medical team in the process, and this is the optimal way to be a field medic.
By skills I mostly meant having some process to do - surgery for example, as opposed to the current thing of just applying a tricord pill or some bruisepacks or whatever. Chem, Viro and Genetics all have some process to keep you busy, as opposed to MD, which is usually just recognizing what thing to apply and applying it. If you can do it fast you have some 'skill' to be proud of, whereas if not you've got the wiki open and can learn that shit after using it and stuff.
The inventory juggling is pretty annoying though.
And a fair enough point on item-based healing, I guess.
How about nerfing tricord? If healing gets more difficult that shit will just get used instead. Maybe make it only work if you're asleep? We still have the sleep verb right.