1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Idea Medic Support Credits?

Discussion in 'Capture the Flag' started by ThunderXtreme, Jun 2, 2019.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. ThunderXtreme

    ThunderXtreme Member

    Joined:
    Oct 8, 2017
    Messages:
    2
    Ratings:
    +10
    1 credit for fully healing (Health+Steak) every flag carrier

    2 credits for fully healing the flag carrier, if the other team also have the flag

    :smile:
     
    • Like Like x 10
    • Agree Agree x 1
    • Friendly Friendly x 1
    • Optimistic Optimistic x 1
  2. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

    Joined:
    May 17, 2015
    Messages:
    6,096
    Ratings:
    +2,517
    Agreed with the premise, but you should get more credits from it IMO.
     
    • Agree Agree x 2
    • Like Like x 1
  3. Foodcourt

    Foodcourt CTF MOD

    Joined:
    Dec 8, 2015
    Messages:
    141
    Ratings:
    +189
    Discord:
    Foodcourt#6408
    I think this would make an insignificant difference in everyday gameplay. I play medic regularly and during casual matches I try to heal the flag carrier as much as possible, but in games where not many players on my team are playing offense or there are not many players on, I do not have these opportunities. Secondly, one or two credits does not make a huge difference considering getting a kill is worth two credits on its own. I do not think this is a bad idea, but a change like this would not make a noticeable difference to most players. There is no downside to it, but I think there should be more credits given instead of one and two.
     
    • Like Like x 2
  4. Swit2427

    Swit2427 Well-Known Member
    Retired Staff

    Joined:
    May 1, 2016
    Messages:
    85
    Ratings:
    +122
    I like the idea to do something to encourage more the supporting class in game! Support is pretty important and maybe giving credits for that will make players realized it.
     
    • Like Like x 1
  5. ThunderXtreme

    ThunderXtreme Member

    Joined:
    Oct 8, 2017
    Messages:
    2
    Ratings:
    +10
    Yes, I agree to having more of an earning potential. Just didn't want the process of it to be too big of a conflict in gameplay or be abused in anyway. Thanks for all the feedback :smile:
     
  6. Dequoy

    Dequoy Active Member

    Joined:
    Sep 17, 2017
    Messages:
    113
    Ratings:
    +50
    I've wanted to see more credits awarded to participating Medics for a long time. My most recent thought on it is to give the Medic an XP meter function that represents how many hearts worth of healing the Medic must bestow on teammates before they earn 1 credit for active role participation. Since attacking needs to dish out 10 hearts worth of damage to earn 2 credits in typical combat, it's fair to say that when a Medic heals 10 true hearts worth of health they should earn 1 credit (and 1 credit rather than 2 credits because no enemies are sent away as an inconvenience, and this credit earning potential is above and beyond the normal means of earning credits that are already in place).

    If put into play, it could be determined by first checking that the healing cooldown is not in effect (obviously) then checking the life level of the teammate being healed at the instant the "heal-slap" from the Medic hits them (in case others are helping to heal too, like Chemist heal potions, Mage heals, or even using steaks). This way the progress awarded reflects what the Medic's potential healing was in that moment. If they were too slow, and a steak, Mage or Chemist healed the teammate a bit earlier then the Medic wouldn't earn as much progress toward their credit quota meter. If multiple Medics heal-slap a seriously injured teammate at the exact same time (or at least before the effect of any heal starts to kick in) then they'd ALL gain a good amount toward their credit quota because they all equally intended to heal that critical teammate and they all reached them at the same time. If something else like a steak goes into effect after the Medic heals, it shouldn't take away from the progress meter because by that time the Medic already offered help that had the potential to heal that same amount.

    To encourage Medics to stay alive, the XP progress meter would reset to zero each time the Medic dies. However, when a Medic exceeds the required amount, they earn the credit AND the difference above and beyond would be retained toward their NEXT credit. For example, if a Medic is 2 hearts worth of healing shy of gaining a credit and then helps a badly injured teammate to heal them 8 hearts worth then the Medic would already be 6 hearts toward earning their next credit. This way, huge desperately needed heals are always encouraged and rewarded equally.

    If a Medic gets too greedy with credits and begins to wait too long before landing bigger heals, then misjudging that timing can easily lead to fallen teammates...and perhaps a fallen Medic...which would mean a zeroed-out XP meter and a loss of all the current partial-credit progress. At the same time, a Medic who tries to spam too many heals with little effect isn't going about it quite right, so their meter will take awhile to build up when they're only healing a single heart's or half a heart's worth each time they wait for their healing cooldown, on a flag carrier who's taking a tiny bit of poison damage for example.

    I predict a moderate amount of active Medic participation should offer a steady enough flow of credits for them. I also predict a new interesting dynamic of Medic teammate competition, which might lead to Medics spreading out a bit so that healing credit is less likely to be siphoned by other Medics. Also, since healing credits would be awarded based on a progressive meter, the rate can be tweaked if it turns out that too many or too few credits are being awarded for Medic efforts.

    Granted, Medic efforts involve item refills too. And often those are more crucial than heals as far as the need for a specifically Medic's aid goes, but judging when that is done excessively vs. crucially is too difficult to determine how many credits to award for using that Medic perk skillfully. So, I'll put it this way: I'd personally give more credit in real life to the one who heals my nearly fatal injuries than the one who gives me stuff to carry around...so I suppose that can explain why one Medic service yields a credit reward and the other service does not? Ha ha.
     
    #6 Dequoy, Jun 6, 2019
    Last edited: Jun 6, 2019
  7. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

    Joined:
    May 27, 2016
    Messages:
    307
    Ratings:
    +144
    Discord:
    auromelt#4560
    Awesome idea c: maybe give credits for healing off debuffs too? Just a thought~
     
  8. JaxonCA12

    JaxonCA12 Member

    Joined:
    Mar 18, 2019
    Messages:
    46
    Ratings:
    +30
    I like the credit for healing flag carrier. However, I feel like the two credit incentivizes stalemates a little bit. But yeah, I'm all for any new ways to get credits.
     
Loading...
Similar Threads Forum Date
Idea Medic Support Credits Capture the Flag Jul 26, 2017
Idea MeDiC wEbS FaVoRiTiSm Capture the Flag Aug 26, 2020
Idea Medic/Necro's Steak/Pot Visibility Capture the Flag May 2, 2020
Idea /md particle effects for Medics to see? Capture the Flag Apr 23, 2020
Petition to alter Medic Achievement from 100k healing Capture the Flag Sep 28, 2019
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...