New Design Brief for Medical Gameplay

Ayeteeone

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One important point that immediately stands out is that all Tiers of medbed will provide respawn. There are conditions and consumables required to allow that, but imo it's a good call to help solo players and small groups stay engaged in the game.

This is as close to REQUIRED READING as Star Citizen gets, and as crash TEST dummies you all need to! 🥃
 
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Radegast74

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This is as close to REQUIRED READING as Star Citizen gets, and as crash TEST dummies you all need to! 🥃
Instructions unclear, I suffered a T1 injury to my dick trying to ... well, nevermind...

lol

That was a very interesting read! Nice to know they are still allowing regeneration on the T3 med beds (after selling more and more of those ships).

However, very sad that the role of the Endeavor wasn't mentioned anywhere. Who knows what the future will bring?
 
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Shadow Reaper

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Agreed, absolutely a must read. I wish they had noted the functions of the six treatments available through the Curelife. IIRC, tye Curelife can heal at some distance? Is this correct?

15kaUEC is not enough for answering a beacon. It should be more like 75k, IMHO.

I am tempted to lose the Galant for a Lumin just to carry the Curelife. Maybe lighter armor.
 
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NaffNaffBobFace

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It's a fair question, ripe for the kind of speculation we do here! Where's @NaffNaffBobFace when you need him?
I was speculating that it'd be a neat touch if the Endeavor was going to be in s42 as a mobile respawn point for if you got ghosted mid-level, however it occurs to me (right now) that s42 is set during the battle of Vega and the Endo may not have had it's maiden voyage back then...

...as for the ship itself I've come to terms with the fact it'll be the last one launched to the 'Verse due to all it's game mechanics being needed for all of those pods. Don't want to be a bit of a bummer but we've been here a long time now :-)
 

BUTUZ

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Don't want to be a bit of a bummer but we've been here a long time now :-)
Looks longingly at my BMM

Which could easily be launched "as is" with the following "already in game" mechanics
Capital ship gameplay / components
Multicrew
Living Quaters/luxury/apartments
Med Bay(s) / hospital
Cargo both internal and external
Vehicle bay both hangars and ground
Combat both Pilot controlled/turret/npc/missile/torpedo/bombing
etc

But we are still waiting because
"NPC Shppping emporium and full in game economy"
etc

*sigh*
 

Daak Gelrin

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Cost in medgel to treat Tier injuries should be adjusted down in my opinion.
Using half of a canister to fix one of any type seems a bit steep. Otherwise, I like it.
It certainly needs refined and bugsquashed, but it's a decent implementation.

Something like 5k worth of medgel for T3 injuries, 15k for T2, and 25k per T1?
Would allow for treating more injuries per canister, but I'm no expert.
Keep use of a full canister for respawn though.
 

Ayeteeone

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Cost in medgel to treat Tier injuries should be adjusted down in my opinion.
Using half of a canister to fix one of any type seems a bit steep. Otherwise, I like it.
It certainly needs refined and bugsquashed, but it's a decent implementation.

Something like 5k worth of medgel for T3 injuries, 15k for T2, and 25k per T1?
Would allow for treating more injuries per canister, but I'm no expert.
Keep use of a full canister for respawn though.
I think it will get adjusted as time goes on, but not soon. CIG will want time to gather that sweet data. In the meantime it's another money sink and something to add to the preparation checklist before going out to do shenanigans.
 
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