Author Topic: [Resolved] Medical equipment  (Read 10606 times)

Anon.

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[Resolved] Medical equipment
« on: 22 02, 2012, 11:41:13 pm »
The life in CIT is fast-paced. You die quickly, you kill quickly. One thing that was stopping that, or at least giving players time and making them use tactics was God drug. CIT is now godless (pun intended) and thus has lost the extra tactics skills needed. In order for this to return, I suggest a new and somewhat radical system.

1) Medikits
-Heal 10 HP
-Cost: $1.500
-Location: Front yards of hospital (purple marker?)
-One can carry 10 Medikit packs at once.
-One can store them in car [owned] using /scmk [ammount{1-10}] (Store in Car; MediKits)
-One can store them in house as well
-To activate them (to heal themselves), /mk
-Medikit can be used once every 30 seconds (so as to prohibit the abuse)
-/dropmk (ammount) [teamwork]

2) Pills
-Heal 5 HP
-Cost: 500$
-Location: Front yards of hospitals (purple marker?)
-One can carry 15 pills at once.
-One can store them in car [owned] using /scp [ammount{1-15}] (Store in Car; Pills)
-One can store them in house as well
-To activate them (to heal themselves), /pill
-Pill can be popped every 20 seconds (so as to prohibit the abuse)
-/dropPills (ammount) [teamwork]

3) Injection
-Heal 25 HP
-Cost: 5000$
-Location: Front yards of hospitals (purple marker?)
-One can carry 4 injections at once.
-One can store them in car [owned] using /si [ammount{1-4}] (Store in Car; Injections)
-One can store them in house as well
-To activate them (to heal themselves), /iv
-Pill can be popped every 40 seconds (so as to prohibit the abuse)
-/dropiv (ammount) [teamwork]


Logistics

Purple marker would pop up a GUI when entered.
GUI contains:
-Option pill (circle to tick) and field to write how many pills one plans to buy
-Option medikit (circle to tick) and field to write how many medikits one plans to buy
-Option injection (circle to tick) and field to write how many injections one plans to buy
-Button "Buy"
-Button "Cancel"
Medic bonus:
-Medics can carry up to 5x the normal max.
-Upon switching proffesion, the medical equipment bonus carry will be unreachable until one changes back to medic.


EDIT1: Added drop function
EDIT2: Added 3), changed topic name
EDIT3: Added Medic bonus.
EDIT4: Modified Medic bonus, added anti-abuse part.
« Last Edit: 23 04, 2012, 06:37:47 pm by Arran »

kisho

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Re: Medikits and Pills
« Reply #1 on: 22 02, 2012, 11:43:35 pm »
Since God dosent exist any more, or was being mis-used. we will need this tactic we have all learned to depend on. +1

black15

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Re: Medikits and Pills
« Reply #2 on: 22 02, 2012, 11:45:35 pm »
+1 i want it in game!!!!

ross_walsh

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Re: Medikits and Pills
« Reply #3 on: 22 02, 2012, 11:46:45 pm »
+1 from me as i think we need some sort of healt boost during wars,bankrobs etc.

maxcamelot

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Re: Medikits and Pills
« Reply #4 on: 22 02, 2012, 11:47:01 pm »
Agreed, also add more stuffs like "injections"and "sutures"these two gives more hp an costs more

Anon.

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Re: Medikits and Pills
« Reply #5 on: 22 02, 2012, 11:53:27 pm »
Agreed, also add more stuffs like "injections"and "sutures"these two gives more hp an costs more

Added injections.

Btzjosh

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Re: Medical equipment
« Reply #6 on: 23 02, 2012, 12:25:51 am »
Honestly, I like the idea but implementing will take various trials and new bugs. Why not just lower the regeneration of god to +25 instead of +50. It will be a faster fix and criminals as well as cops will regenerate life slower and people will stop complaining about god. This means no bugs and those who take critical damage right away won't be able to boost health so fast.

Also the drug market for god will vanish. I know admins don't want to hear this but it will frustrate/piss off drug dealers who only concentrate their time on selling god.

Victor

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Re: Medical equipment
« Reply #7 on: 23 02, 2012, 12:28:54 am »
now THAT is amazing!
PS: Why god is removed, i was out these days

Btzjosh

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Re: Medical equipment
« Reply #8 on: 23 02, 2012, 12:41:17 am »
now THAT is amazing!
PS: Why god is removed, i was out these days

Because Arran saw a video of someone powning cops at bankrob. Arran says players were exploiting god because they would combat cops, kill, then retreat to replenish life. So basically everyone exploited god but no one knew that Arran didn't intend for god to be used that way.

ChickenTrooper

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Re: Medical equipment
« Reply #9 on: 23 02, 2012, 12:56:20 am »
i was gonna post somethin like this but i didn't have the balls XD
love it RP 1+
EDIT: Medics should only be able to sell them

Offline Mikleo

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Re: Medical equipment
« Reply #10 on: 23 02, 2012, 01:44:00 am »
Excellent idea, because ... as we know GOD has ceased to exist in CIT this proposal would be a really interesting solution. +1
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SchneiderZL

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Re: Medical equipment
« Reply #11 on: 23 02, 2012, 01:47:41 am »
+1
that could help the military, perhaps creating a battalion of doctors :P

Offline Chique

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Re: Medical equipment
« Reply #12 on: 23 02, 2012, 06:43:20 am »
Exactly what we require at the moment. Completely remove "God", as its abusable and implement the medikits.

But rather than using commands I would suggest add a GUI list item in F4, with Pills, Injections, and Medikits.
That is easy and much more user friendly.

But I didn't like the 40seconds, etc time. I think it should be increased to 120 seconds.
« Last Edit: 23 02, 2012, 06:45:51 am by Chique »

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john213

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Re: Medical equipment
« Reply #13 on: 23 02, 2012, 07:21:00 am »
That would be so useful since god dosen't exist anymore, I am supporting your suggestion .

Offline Slayer

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Re: Medical equipment
« Reply #14 on: 23 02, 2012, 08:13:08 am »
1+ , but the price its unbalanced, its too much expensive and dont worth it
Good Bye CIT <3