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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1028
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Posted - 2013.10.10 18:48:00 -
[1] - Quote
Honestly, stabbing someone when they're down and having them get back up immediately doesn't make a lot of sense to me. A lot of people also complain when I revive them if they die withing 5 seconds of being revived (even though that gives me another 20 seconds to revive them again, and another chance at saving their prototype suit).
People also don't like the fact that they can't choose to be revived or not since most logistics will revive even when the icon isn't flashing.
So I was thinking...what if when you stabbed someone, it just reset the timer back to 20, but didn't immediately bring them back up. Instead, the player who is down then has another 20 seconds to decide whether they want to get up or give up. Giving up doesn't give you another death, but instead lets you terminate your clone. At the end of the 20 seconds, your player will automatically get up and be revived. (unless it is a better design for the clone to be terminated)
When you stablize someone, you should get 30 points. When the revive is successful (say when the player decides to get up), you should get the other 30 points. This way, if a player tries to revive someone in the heat of battle, and the player stablized decides not to be revived, then the person who stabbed them would only get half of the 60 points. This encourages players to use the injector more strategically. |
Artificer Ghost
Bojo's School of the Trades
1087
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Posted - 2013.10.10 18:54:00 -
[2] - Quote
+1 I hate everyone that revives me while in the middle of 5 heavies HMGs...
Seriously. You aren't a Logibro. You're a... Well. You're pretty friggin' lucky I can't swear in CCP's Royal Presence. |
Thor Odinson42
Molon Labe. RISE of LEGION
1560
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Posted - 2013.10.10 18:58:00 -
[3] - Quote
I-Shayz-I wrote:Honestly, stabbing someone when they're down and having them get back up immediately doesn't make a lot of sense to me. A lot of people also complain when I revive them if they die withing 5 seconds of being revived (even though that gives me another 20 seconds to revive them again, and another chance at saving their prototype suit).
People also don't like the fact that they can't choose to be revived or not since most logistics will revive even when the icon isn't flashing.
So I was thinking...what if when you stabbed someone, it just reset the timer back to 20, but didn't immediately bring them back up. Instead, the player who is down then has another 20 seconds to decide whether they want to get up or give up. Giving up doesn't give you another death, but instead lets you terminate your clone. At the end of the 20 seconds, your player will automatically get up and be revived. (unless it is a better design for the clone to be terminated)
When you stablize someone, you should get 30 points. When the revive is successful (say when the player decides to get up), you should get the other 30 points. This way, if a player tries to revive someone in the heat of battle, and the player stablized decides not to be revived, then the person who stabbed them would only get half of the 60 points. This encourages players to use the injector more strategically.
I think that is a badass idea |
Ghost Kaisar
Pradox One
470
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Posted - 2013.10.10 19:00:00 -
[4] - Quote
Thor Odinson42 wrote:I-Shayz-I wrote:Honestly, stabbing someone when they're down and having them get back up immediately doesn't make a lot of sense to me. A lot of people also complain when I revive them if they die withing 5 seconds of being revived (even though that gives me another 20 seconds to revive them again, and another chance at saving their prototype suit).
People also don't like the fact that they can't choose to be revived or not since most logistics will revive even when the icon isn't flashing.
So I was thinking...what if when you stabbed someone, it just reset the timer back to 20, but didn't immediately bring them back up. Instead, the player who is down then has another 20 seconds to decide whether they want to get up or give up. Giving up doesn't give you another death, but instead lets you terminate your clone. At the end of the 20 seconds, your player will automatically get up and be revived. (unless it is a better design for the clone to be terminated)
When you stablize someone, you should get 30 points. When the revive is successful (say when the player decides to get up), you should get the other 30 points. This way, if a player tries to revive someone in the heat of battle, and the player stablized decides not to be revived, then the person who stabbed them would only get half of the 60 points. This encourages players to use the injector more strategically. I think that is a badass idea +1 |
1st Lieutenant Tiberius
0uter.Heaven
210
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Posted - 2013.10.10 19:02:00 -
[5] - Quote
Great idea +1 |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1032
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Posted - 2013.10.10 19:26:00 -
[6] - Quote
7 likes in less than half an hour?
Well that escalated quickly. |
Quil Evrything
DUST University Ivy League
231
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Posted - 2013.10.10 21:43:00 -
[7] - Quote
Evil thought: if you wanted to force people to play full-time medic, make it so the stabber stabilizes.. but you have to use a repper on the guy to give him health to actually get back up. You know, like a vehicle with 0 health. cant do anuything with it until it is healed.
But I'd still want a "choose to get up now" option.
With the balacing feature of, "no time-based SP while you are 'down' "
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1051
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Posted - 2013.10.12 20:48:00 -
[8] - Quote
New idea:
Everyone should be able to have the ability to stablize, but it takes longer if you don't have an injector (5 seconds instead of just stab and you're up.) |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3835
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Posted - 2013.10.12 22:46:00 -
[9] - Quote
I-Shayz-I wrote:New idea:
Everyone should be able to have the ability to stablize, but it takes longer if you don't have an injector (5 seconds instead of just stab and you're up.)
Hrm, not sure about that one. But I do like the original idea. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
276
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Posted - 2013.10.12 22:52:00 -
[10] - Quote
+1 |
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Beforcial
REAPERS REPUBLIC
35
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Posted - 2013.10.13 00:27:00 -
[11] - Quote
+1 for OP (and Bump) |
Magpie Raven
ZionTCD
224
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Posted - 2013.10.13 00:39:00 -
[12] - Quote
Im actually tottaly in favor of this. Let us choose when we get up.if the fight goes good we get up and rejoin the team. If it goes bad we can just suicide |
NoExsplosionsMgee
The Vanguardians
41
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Posted - 2013.10.13 01:29:00 -
[13] - Quote
+1 |
KalOfTheRathi
Nec Tributis
809
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Posted - 2013.10.13 05:09:00 -
[14] - Quote
I disagree but it seems like you have two separate groups here agreeing with you.
First is the 'quit picking me up and getting me killed again' crowd that has existed since the Beta. K/DR is all important so extra deaths are really aggravating. They are legion, BTW.
Second group (you included) is having a different mechanic to the revive solution.
This is a Video Game. About Immortal Mercs. In Space.
Nothing in it is required to make Sense to you or anybody else.
It is science fiction. Enjoy it and move along. |
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