Moderator: Rangers
Drool wrote:I just don't see how they work in non-fantasy games. I mean, Stimpacks are silly. Max Payne used painkillers which was cute, but also silly. Too many games to count used "medkits" or the like, which was also silly. Wounds take time to heal, and no amount of drugs or gauze is going to change that. I suppose a super-futuristic setting could use Sci-Fi's magic: nanites.
I mean, I can wave a hand for the fantasy setting and their potions, because it's magic, it gets to cheat, but all modern healing items in games just seem kind of a narrative cheat.
Harpo wrote:But (there's always a but), I do think it's a little bit over the top that you as a player should have to travel x miles to attend a doctor, rest for Y days to recuperate, just to travel the x miles back and do the same fight all over again. Although realistic it doesn't really add to the gaming experience in my opinion. That's just downtime you could have spent at RPG elements or combat. I would suggest a compromise between realism and fun gaming meaning that you could heal your squad members with some kind of medical skills once out of harms way. This could not be done in combat but require you to retreat to the point where you are safe.
Yutty wrote:i wouldn't mind some sort of drug like the stimpack from fallout but it would heal slowly over time instead of instant. Using more than one while the first one is still healing would do nothing.
paultakeda wrote:Let's say in Wasteland 2 a character without that skill could use a medkit to stabilize them, the medkit having a medic skill of 1 and of course, like skill use it is not guaranteed to work and unlike the skill can only be used once.
CaptainPatch wrote:In the original WL, instead of relying on stimpacks for quick healing, healing was a function of _time_ wherein the party essentially sat around waiting for wounded party members to heal. The fact that any members had Medic or Doctor Skills did NOT speed up the process at all. Maintenance and Repair for armor and weapons is essentially a "healing" process for gear. If WL2 once again avoids "healing potions" and stimpacks for healing (as I suspect will be the case), then the party will have a LOT of downtime to perform "healing" on their gear as well.

rakenan wrote:We're on the verge of pursuing challenge past the point where it's fun. I most emphatically do not want the frustration-fest of miserably slow healing compounded by hyper-deadly fights compounded by limited supplies to prevent long waits to heal. If we're not going to have instant in-combat healing - and I agree we should not - then healing outside of combat should not be made burdensome. Resting for 1 hour to heal completely in Fallout 3 was asinine. Taking a few days off in a reasonable climate/safe house to have your medics and doctors restore the party's health completely is fine. Forcing the player to hit escape 20000 times in order to *DO* that resting is, again, not fine...
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The game design paradigm of "You must do tedious, frustrating, or merely unenjoyable activities for X amount of time in order to be allowed to something fun for Y amount of time," where X is even as large as Y, much less larger, should have been thoroughly discredited by now. Downtime is not fun. It is tolerable, in extremely low doses, as a spice to the other activities in the game. Like other spices, it needs to be used with restraint, not poured on as the main ingredient of the dish.
Lucius wrote:I'm totally against any and all "instant healing" items. The only thing I could go for is a temporary instant heal, such as a drug like morphine, that heals you X hp then Y turns later your hp goes back down to it's original state or possibly worse than original state. There should be some way however to not run around on the verge of unconsciousness all the time, but however that is handled, it should be linked to medic skills. Possibly have medic skill with a medkit take several turns to heal HP above 0, thus making it less than ideal to do in combat. Outside of combat you could heal quickly this way, but instead of turns, time would pass and there would be risk of random encounters during the healing process.
Equidistant wrote:What he said. No instant in-combat healing = Good. Tedious out-of-combat healing = Bad.
tuluse wrote:It sounds like most people's problem is not with insta-healing, but unlimited insta-healing.
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