Author Topic: [Kit/class]Improve the medic!  (Read 5126 times)

Offline Big Lebowski

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Re: [Kit/class]Improve the medic!
« Reply #60 on: 17-08-2009, 20:08:08 »
I remember a long time ago, back before I was a dev, I suggested a different kind of medic. Basically, remove all bandages from regular players. If you're bleeding, you can't heal yourself, you have to call for a medic. This way a medic does not magically revive you, he only stops you from dying, while remaining a central teamplay element.

Like many of my gameplay ideas, we never tested it. (Un)fortunately, we're too close to release to test any new gameplay ideas now. However, after 2.2 is released I might just push for testing it internally.

On a side note, I've implemented many other core gameplay changes in 2.2 (unrelated to medics). I won't reveal them here so don't even ask, wait for 2.2 ;)
Well thats good to hear seeing as that was exactly what I suggested. Now you just need to get past the Fort Knox that is Lobo -if it isent his specific sense of reality, then theres no chance it will get in. ;)
« Last Edit: 17-08-2009, 20:08:41 by Big Lebowski »