Medkits, healing, revives - balance and additions

You can reliably find more than enough medkits to carry a whole team through a mission. It makes buying them feel like a waste, and you can almost constantly stay at full health with more medkits left-over on the map, provided you have the time and space to use them - making the damage you do take often feel inconsequential.

In general, I think the first-aid cabinets should be more rare, and for them to be full, even more so. And for the medkits’ price to be increased to say, 400 as a start.

A simple mechanic that might help add to risk/reward would be diminishing returns for the medkits’ healing. Say, first heal does full health, second does half, third does a third - and after that, you can no longer heal from first-aid kits.

In general, the idea is to limit the overall amount of healing a player can receive throughout a mission - the above is only one potential way about it.
Another might be to have accumulated damage reduce the players’ max-health throughout the round, again with rare/expensive items to mitigate or counteract it.
For me though, I lean towards a healing-cap. Maybe it regenerates throughout the round, but very slowly.

To balance this out, the addition of another medkit type - one that bypasses that limitation - but can only be used on other players, and is relatively lengthy to apply - is relatively expensive (but directly purchasable), and rare to find or roll.

Players who are revived would come back at low health, necessitating further expenditure of medical supplies (and using up some of their refreshed healing-potential) for them to fully recover from their untimely death.

You might go on to have other items that use up some or all of a player’s healing potential, for beneficial effects throughout the mission (and maybe some additional drawbacks). That could be basic stuff like increasing their max HP, movement and interaction speed, recoil mitigation, etc.

Beyond that, maybe the ability to self-revive (once) - or one that gives players a “last stand” ability where they’ll still be incapacitated on reaching 0hp, but get a few more seconds to do some more damage, and/or move to a safer position to be revived. They wouldn’t be invulnerable for that period - if they take say another 50hp’s damage after it’s triggered, they go down like usual. Another might revive a player, but only for about a minute before they go back down. This would enable them to get to the extraction zone (incapacitated players would still successfuly extract if in zone, even if incap’d), or just go berserk.

Regarding revives - There’s the defibrilators that spawn in missions, and the team revive kit you can buy directly. I’m not sure if they’re one and the same. “Team revive” implies that it’s multiple-use, but the cabinet defibs seem to only be single-use. I’ve also had those cabinet defibs disappear on me.

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10 months ago

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morbo

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