Idea for a Medic Recall Skill

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Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

Having played both AM and WM extensively, I've been spoiled with AM's recall and WM's loaded weapons. Starting a new medic proved challenging for many reasons, one of which is dying a lot :sdoh: and finding it impossible to pick up weapons at the start of the next wave (particularly later waves) and especially on maps without lockers. That means that often the MP5 is my only weapon and while it's a great weapon for medics and non-medics alike, it would be nice to have a "medic recall" skill.

There could be 2 or 3 levels, in no particular order of preference:
  1. Keep medic'd weapon but not its medic'd status.
  2. Keep medic'd weapon and remember its medic'd status, thus not requiring it to be re-medic'd the next wave.
  3. Keep all weapons the medic had in their possession when they died (but not the magic types, except maybe the one they're holding like the normal Recall 1), with the usual chances of magic weapons as if picked up from a locker or spawn.
I'm a multi-weapon player and a lot of higher level medics use multiple weapons. This skill would benefit all levels of medics who play that way. Medics who use only their medic weapon wouldn't have to buy the skill so it wouldn't affect them.
floppydick

use the forum's search button. learn to play the class first (like everybody does) before whining. experiment on the skills, or if u want it easy, read frnky's guide
DW_Ant
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What the hell, Floppy?

Seven is adept with Monster Mash, and he already knows what's going on. And yes, he's been experimenting with the medic for quite some time. His points are valid, too.

Seven, I do agree with providing medics recall level 1. I think it'll be a nice addition to the class now that resupply prisms may enable them to use other magic types than just healing.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

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floppydick

DW_Ant wrote:What the hell, Floppy?

Seven is adept with Monster Mash, and he already knows what's going on. And yes, he's been experimenting with the medic for quite some time. His points are valid, too.

Seven, I do agree with providing medics recall level 1. I think it'll be a nice addition to the class now that resupply prisms may enable them to use other magic types than just healing.
wth ant?

u don't like franky's guide? i like it, it's the best mm guide. my server1 medic spm went to 99+ by following it.
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

Thanks Ant. Recall 1 would be cool too though adding a medic specific enhancement to recall the medic weapon (without having to remake it) is what I initially had in mind.

Oh and there's a difference between a suggestion and whining. But that's probably too much troll food as it is.
Nelsoncarmo26
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Seven_of_69 wrote:Thanks Ant. Recall 1 would be cool too though adding a medic specific enhancement to recall the medic weapon (without having to remake it) is what I initially had in mind.

Oh and there's a difference between a suggestion and whining. But that's probably too much troll food as it is.
Take no notice of the flame... there is allways one who likes to try to make you feel stupid.
But anyway, on topic... I agree that medics should have some sort of recall... atleast level one like Ant stated.
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DW_ACY
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I don't know if I can agree with that gentlemen. too recall a weapon that is very easy to make with just 10 adren is to me pointless. I understand that on later waves it is sometimes difficult to get weapons if you do not know your maps, but lets face it with the way weapon lockers abound most people can hit them with in the 10 second window and then get to a hiding spot. Seven I know you have been around playing this and experimenting with the medic but that is no reason for recall. Does WM get to recall the artifacts. no similar issue in my opinion medics fundemental set has that he keeps no weaps other than standard and when he dies he goes back to said state. Even weapon master does not get to keep all his weapons that he may have traded for or changed. Perk of class distiction. we are blurring the line once again between classes.
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ACY
Nelsoncarmo26
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DW_ACY wrote:To recall a weapon that is very easy to make with just 10 adren is to me pointless. I understand that on later waves it is sometimes difficult to get weapons if you do not know your maps. Does WM get to recall the artifacts? no! Even weapon master does not get to keep all his weapons that he may have traded for or changed. Perk of class distiction. we are blurring the line once again between classes.
Thinking about it from that prespective, acy does have a point.
Classes are distinct from eachother acordingly.
But there's gotta be some way for medics to have access to different weapons on later levels, wheb there are no weapons around.

Perhaps the solution here is an advanced teleporter for medics.
Say for instance the advanced teleporter would take you to vital points, like weapon lockers/weapon bases, medi packs, etc... and a take-you-back to last spot feature, so you could teleport to the weapon locker and then back to the safe spot.

What do you think, is that difficult to code?
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DW_Ant
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Well I was thinking more along the lines of saving my magic weapons. When I lose all of my weapons, I get demotivated to fight competitively. At the same time though, I do like this risk since it motivates medics not to die or they'll lose their artifacts, resupply, and weapons.

I've seen a few adrenaline masters who could care less if they die or not since they don't lose anything. I don't want that to be the case to the medic.

The teleporter idea won't be hard to code, but I don't think that's a need. Three problems, people may use this artifact to get to places they shouldn't (like getting to a section of the map that's not available until a later wave). People could cheat the secret by teleporting there instantly rather doing the process of getting there. Lastly is that there are often too many inventory spots, chances are the medic will have to teleport hundreds of times to get everything. I think it'll be faster just to trans around or, if enabled, the hoverboard.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

It's a catch 22. If my medic could hit all the weapon pickups or lockers, or was a higher level and didn't die all the time :sdoh:, I'd have less need for a recall skill.

Whether or not one can collect all weapons at the start of a wave depends on the map. Some maps require hitting 2 to 4 lockers to get all weapons. And though rare, a few maps have individual weapon pickups scattered.

It's not a big deal remaking a medic weapon but IMO it would be useful and worth spending some points. AM's don't need to remake their vorpals, petris, and energies but they had to buy the recall skill to do so. WM's buy the loaded weapons skill and don't even need recall. Even recall 1 for medics without a "recall medic'd weapon" option would be welcome, though the reason I suggested it as a special "Medic Recall Skill" was to allow medics to keep all weapons they had in their possession even if not retaining the magic type (whether medic or not) of the current weapon when they last died.
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