Regarding the Medic class

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Mastro

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Post by Mastro » October 31, 2018, 7:44 pm
Some suggestions have been implemented.

- 3 score per heal instead of 1
- Medics can heal players that have 75 HP or less
- Cash per heal increased aswell.

We will also buff it more, still thinking about it.
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Milyn

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Post by Milyn » November 1, 2018, 3:00 am
Mastro wrote:
Some suggestions have been implemented.

- 3 score per heal instead of 1
- Medics can heal players that have 75 HP or less
- Cash per heal increased aswell.

We will also buff it more, still thinking about it.
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Courier

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Post by Courier » November 1, 2018, 1:49 pm
Mastro wrote:
Some suggestions have been implemented.

- 3 score per heal instead of 1
- Medics can heal players that have 75 HP or less
- Cash per heal increased aswell.

We will also buff it more, still thinking about it.
That is actually good, might be hard to find players that will actually request with 75hp or less, at least we get 3 score.
There is still a problem, medics are still defenseless. Either allow them to defend themselves, or probably increase the hp to 90 or less. Increasing it to 90, would make it worth the trouble of not being able to defend ourselves.
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Post by Flameknight » November 1, 2018, 7:01 pm
Yes, what Courier said

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Post by Geri » January 1, 2019, 1:10 pm
The medic class is indeed considered in LEO's and they can't use weapons. But don't forget that they can use /healme and injection which basically is a defense way. They can also help the LEO's by watering the criminals with water canon.
I think the medic should be able to heal anyone who requests a medic. Yeah it might come to score boosting, but it can get reported.
So negative on your suggestion, but.

About the medic getting warned if he kills a criminal, yeah that should be removed, positive on that one.
glgy geri

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Post by Karu_Tepes » July 5, 2019, 8:26 pm
So, I've read through this and seen ALOT of back and forth one what to do about the Medic class, and I want to weigh in here from someone who has done this before.

Paramedics are not LEOs in the real world. While some departments do train their officers (or a select group of them) to be paramedics, they are still LEOs first and medics second. A police medic would have all the power of a LEO (/cuff and such) and to shoot, but also heal others (NOT themselves).

Private medics are also a real world thing, and are simple for profit BLS/ALS companies that respond to calls with private ambulances and perform EMS. They are given 'some' form of recognition as first responders, but are not considered LEOs, fire/rescue, ect. They are, for the most part, just people who buy an ambulance, get trained, get a dispatch number, and do the work. For these cases, the private medic would be perfect. Sure they could do the normal stuff, but also go and rob, heist, shoot, ect. However, once yellow they not only can then be harmed by LEOs, but also they CANNOT use /healme anymore.

For the actual medic class though, the one that is pink, we need a whole rework. One, both police and criminals agree paramedics are off limits irl. There have even been cases where during shoot outs, criminals will demand a medic to treat a fallen gang member in exchange for something. Usually 'You can arrest him, just dont let him die like this.". For this reason, the medic class should be invulnerable to LEOs, yellow+ players, and so on. However, this also means not only do they not need /healme but also no need for a gun AT ALL. This would basically be the 'safe' class, where a player can be safe from harm to watch the action and gather score via /heal while also having pretty much zero other interaction. No DMing, no robbing, no banks. They would only be able to do /heal and simple buy a car kind of stuff. Think of it like the 'welcome new person! Here's a noob class to enjoy so you can get to learn the commands, understand the gameplay, and know some users while gathering score!". Now the 1 vs 3 score per /heal thing, that I'm not sure about if this would indeed be a learning class.

As for making people use /request medic more, my only idea there is pretty simple. Make it needed. Only criminals who are wanted can use drugs. Remove injections and cures from hospitals. Make it so police, civilians, and wanted players without drugs on them NEED a medic to heal. Of course that could lead to people who would rather /kill or lose their HP instead of using /request medic but for that, we need a death penalty. No, not taken down by force. :P I mean that when you get sent to jail, you sit there for 60 to 300 seconds as punishment. Make death just as harsh. Put their character in a cloud (or a burning inferno...) and keep them there for 60 to 300 seconds. Preferably while a bot standing there says things such as "Was it truly worth it?" and "Well at least you didn't go out like a bitch.". I guarantee you players put up with that each death and the medics are going to become the new gold medalists of the server.
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Post by Fady » July 7, 2019, 5:41 am
Lost_Soul wrote:
So, I've read through this and seen ALOT of back and forth one what to do about the Medic class, and I want to weigh in here from someone who has done this before.

Paramedics are not LEOs in the real world. While some departments do train their officers (or a select group of them) to be paramedics, they are still LEOs first and medics second. A police medic would have all the power of a LEO (/cuff and such) and to shoot, but also heal others (NOT themselves).

Private medics are also a real world thing, and are simple for profit BLS/ALS companies that respond to calls with private ambulances and perform EMS. They are given 'some' form of recognition as first responders, but are not considered LEOs, fire/rescue, ect. They are, for the most part, just people who buy an ambulance, get trained, get a dispatch number, and do the work. For these cases, the private medic would be perfect. Sure they could do the normal stuff, but also go and rob, heist, shoot, ect. However, once yellow they not only can then be harmed by LEOs, but also they CANNOT use /healme anymore.

For the actual medic class though, the one that is pink, we need a whole rework. One, both police and criminals agree paramedics are off limits irl. There have even been cases where during shoot outs, criminals will demand a medic to treat a fallen gang member in exchange for something. Usually 'You can arrest him, just dont let him die like this.". For this reason, the medic class should be invulnerable to LEOs, yellow+ players, and so on. However, this also means not only do they not need /healme but also no need for a gun AT ALL. This would basically be the 'safe' class, where a player can be safe from harm to watch the action and gather score via /heal while also having pretty much zero other interaction. No DMing, no robbing, no banks. They would only be able to do /heal and simple buy a car kind of stuff. Think of it like the 'welcome new person! Here's a noob class to enjoy so you can get to learn the commands, understand the gameplay, and know some users while gathering score!". Now the 1 vs 3 score per /heal thing, that I'm not sure about if this would indeed be a learning class.

As for making people use /request medic more, my only idea there is pretty simple. Make it needed. Only criminals who are wanted can use drugs. Remove injections and cures from hospitals. Make it so police, civilians, and wanted players without drugs on them NEED a medic to heal. Of course that could lead to people who would rather /kill or lose their HP instead of using /request medic but for that, we need a death penalty. No, not taken down by force. :P I mean that when you get sent to jail, you sit there for 60 to 300 seconds as punishment. Make death just as harsh. Put their character in a cloud (or a burning inferno...) and keep them there for 60 to 300 seconds. Preferably while a bot standing there says things such as "Was it truly worth it?" and "Well at least you didn't go out like a bitch.". I guarantee you players put up with that each death and the medics are going to become the new gold medalists of the server.
Great and detailed explanation. Removing injections, drugs, and cures from the hospital will encourage the medic class gameplay while still maintaining the balance of the server. However, we should also consider keeping the system functioning the same way in case there isn't any medics online.

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Karu_Tepes

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Post by Karu_Tepes » July 7, 2019, 5:47 am
Perhaps keep the cures as Chlamydia slowly erodes at your health. But injections should be gone outright. If you win a shootout you win, but you're not able to just heal without a help. But you also won't slowly bleed out either.
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Milyn

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Post by Milyn » July 7, 2019, 5:48 am
Great and detailed explanation. Removing drugs and cures from the hospital will encourage the medic class gameplay while still maintaining the balance of the server. However, we should also consider keeping the system functioning the same way in case there isn't any medics online.
If drugs/cures are removed then tell me whats the impotance of hospital then all scenarios must be looked into in absence/presence of a medic

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Post by Karu_Tepes » July 7, 2019, 5:54 am
If drugs/cures are removed then tell me whats the impotance of hospital then all scenarios must be looked into in absence/presence of a medic
About the same importance as the fire stations, which are not used for anything in LSCRC. They could be a base for medics though. Perhaps like how police have LSPD to grab vehicles, equipment, and get situated before going into the world? I mean you could just spawn the cops in the middle of no where with a gun and car and say 'lol have fun', but we don't. Medics could be the same. Pick a vehicle, pick some tools, grab some armor, ect? Or perhaps make it so hospitals only heal/cure when medics are NOT online? If you really want, I can come up with an entirely new medic class, and several others. I have a very good imagination if you wish to use it.
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