Regarding the Medic class

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Snipaxxyy

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Post by Snipaxxyy » July 7, 2019, 5:54 am
Fady wrote:
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 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.
I like the idea but we shouldn't not be implementing that.We are talking about how unrealistic is the current system but with this suggestion we will make it even more unrealistic.We can not remove injections and cures from the Hospital because it is a thing that is found and treated in the hospital, not in an Ambulance.The current class of medics is based on the First Aid and usually they operate outside the hospital, in case of accident or health problems of the population, which must be treated in an emergency.I agree with your statement but removing injections and cure from hospitals is not the best choice to be made.

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Post by Fady » July 7, 2019, 5:55 am
Milyn wrote:
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
I forgot to add the injections earlier on. I updated it a few minutes ago

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Post by Friday » July 7, 2019, 7:56 am
Fady wrote:
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......

.... 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 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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Mastro

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Post by Mastro » July 20, 2019, 7:12 am
I am locking this because there is already a newer thread regarding this (viewtopic.php?f=620&t=101574), let's stick to one.
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