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View Full Version : Can anyone give me some advice on a "medics" mod?


Username741
10-02-2007, 10:09 AM
Tell me what you think of this idea, and wether or not it's possible (posible to create). Tell me if it won't screw up the balance, and give me your opinion on the scrin issue.


- GDI: Field medic, representing GDI's value of life.
Medics can heal infantry, while being healed, squads can't move or fight for 5 seconds, no resurections
There is a penalty for being healed on the spot instead of going to an armory and getting decent treatment: small temporary decrease in speed and rate of fire and an increase in suppression time
There's a unit cap of 5 medics at a time
Medics can't fight, and are slightly slower than an engineer, but they do have autoheal. They can get promotions by healing enough infantry, resulting in shorter healing times, and reduced penalties

- Scrin: symbiotes, much like buzzers (speed and appearance).
Merges with hurt infantry, instantly restoring 50% of max hp (can't go over maximum)
A single symbiotes group can be used only once on one infantry
A single infantry squad can only get healed once by symbiotes
Symbiotes themselves have only enough hp to survive one hit by a standard GDI riflemen squad.

alternative 1: The symbiotes attach to infantry like buzzers do with vehicles, and give them 50% of their hitpoints back (can't go over maximum). If they detach themselves, that 50% gets deducted again (even if the infantry was at full health when the attaching and detaching happened). If they detach or the unit gets destroyed, they can attach to another infantry squad.

alternative 2: The symbiotes attach to infantry AND vehicles, like buzzers do with vehicles, and give them autohealing while attached. This autohealing can stack with natural autohealing or other forms of healing.

- Nod: upgraded shrine function (representing Nod's disposable troops).
It will now have a function similar to the armory: hurt infantry goes in a 90% healed fanatics squad comes out. I would prefer it if 1 unit goes in, 1 unit comes out (not a whole squad), or that for every four units that go in, a squad comes out. If that isn't possible, then this feature should become unavailable for fanatics.
I don't know if there is a price difference between militia and fanatics, but the difference in price would be the cost of this function.

Thumper
10-02-2007, 11:58 AM
most of that is silly. but the symbiote idea is worth stealing.

Username741
10-02-2007, 12:45 PM
most of that is silly. but the symbiote idea is worth stealing.


Steal away if you want I can't make it, and even if I tried, I'd get bored halfway through and just leave it. But why were the ideas silly?

I didn't want medics that are basically walking armories. And the unit cap and the delay in healing was to prevent it from being abused (medics massively healing eachother while the healthy ones continuously heal fighting infantry.

The Nod fanatics came from the idea that Nod, would want to get the most out of their soldiers while they're alive. Since they have so many, I doubt they'd bother to patch them up properly, as opposed to recruiting new soldiers. And since they're wounded, they can't fight properly anymore, so you might as well strap a bomb onto them and convince them to blow themselves up, so you can have at least that use for them. The fact that they get health back is an incentive for players to use this function, because no one would want fanatics that are too hurt to get to their target.

Thumper
10-02-2007, 07:02 PM
well, a medic in cnc3 is silly because infantry die so easily. the micromanagement is on the squads, or a couple squads.

cnc3 isnt that deep of a game to nicely use medics, unless the medics heal anything in its area. like some of the units in generals.

i havent seen medics done right in any game yet.