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Full Version: Emergency Services Revival and Fire Extinguishing
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Explain your suggestion, in detail:
POLICE DEPARTMENT:
Allow for reviving when no EMS or FD is online. This would be done by an item called the "Stabilization Kit" which requires the user to have the SWEP out for 60 seconds and stands next to the body of the injured player. To see this 60 seconds pass, a bar will fill in the middle of the HUD (Like the lockpick or keypad cracker). They MUST be looking at the body for the whole 60 seconds. There will only be a 45% chance of it reviving the injured player. If it doesn't revive them, the process must start all over.

Allow for the use of a small fire extinguisher which has only 100 fuel for taking out fires and is limited to resupplying for 3 minutes at a time.

FIRE DEPARTMENT
Access to the same Stabilization Kit that PD has, but it has only a 45 second timer. [i][font=open_sansregular, Arial, sans-serif]Chance of revival is bumped to 65%.[/i][/font]

PARAMEDICS
Given their own Stabilization Kit that will only take 10 seconds to revive an injured player and will also give the Paramedic a $1,000 bonus for each successful revival. [i][font=open_sansregular, Arial, sans-serif]Chance of revival is bumped to 100%.[/i][/font]

Explain why the suggestion should be implemented: Simply allows for revival when Paramedics aren't on. I feel that this won't make them useless as they get the $1,000 bonus and have a fast and better chance of reviving than FD or PD.
Like the idea

+support
+support

Good idea.
(Apr 4, 2018, 07:03 PM)ajit pai the master jedi Wrote: [ -> ]Like the idea

+support
+Support, Sophisticated Idea.
(Apr 4, 2018, 09:52 PM)V1VZZ Wrote: [ -> ]+Support, Sophisticated Idea.

could be a good and balanced update to our current healing system, you got my support
+Support

Finally a good suggestion on this topic
+support
However with the survival chances they should vary depending on the health of the player.
eg:
90% - High survival rate
45% - Lower survival rates
10% - Very Lower survival rates
(Apr 5, 2018, 05:54 PM)Quest Wrote: [ -> ]+support
However with the survival chances they should vary depending on the health of the player.
eg:
90% - High survival rate
45% - Lower survival rates
10% - Very Lower survival rates
+support
 I’ll add that to it.


 y u no liek?
It comes down to encouraging players to play, or not to play certain jobs.  Bringing in useful features, or downgrading their roles greatly effects the job itself.

What I'm seeing here is that by removing the only role of the EMS, what is the point of being a Medic?  For example, when fires degraded much more quickly when there were no firefighters, I was threatened, offered bribes and told to leave the job so that people can go about their lives.  They just wanted to let the fires despawn quickly and go about their way.  Having a firefighter meant they'd have to wait.

I see this as the wrong way to go about things.  The jobs themselves need to be made more exciting, not dished out to every other player when there are none playing.  At this rate, it wouldn't be long before those two jobs would have a purpose.
(Apr 7, 2018, 04:45 AM)SirWulf Wrote: [ -> ]It comes down to encouraging players to play, or not to play certain jobs.  Bringing in useful features, or downgrading their roles greatly effects the job itself.

What I'm seeing here is that by removing the only role of the EMS, what is the point of being a Medic?  For example, when fires degraded much more quickly when there were no firefighters, I was threatened, offered bribes and told to leave the job so that people can go about their lives.  They just wanted to let the fires despawn quickly and go about their way.  Having a firefighter meant they'd have to wait.

I see this as the wrong way to go about things.  The jobs themselves need to be made more exciting, not dished out to every other player when there are none playing.  At this rate, it wouldn't be long before those two jobs would have a purpose.

The only reason these items are being given to other emergency services is because the other are rarely used and hard to coordinate. Why not give the other jobs nerfed equipment to use that almost are not worth using if the specialist job is full? It only leaves room for improving the other job, while allowing the server to operate without a full government.
+Support

Much needed.
(Apr 7, 2018, 12:36 PM)Gungranny Wrote: [ -> ]
(Apr 7, 2018, 04:45 AM)SirWulf Wrote: [ -> ]It comes down to encouraging players to play, or not to play certain jobs.  Bringing in useful features, or downgrading their roles greatly effects the job itself.

What I'm seeing here is that by removing the only role of the EMS, what is the point of being a Medic?  For example, when fires degraded much more quickly when there were no firefighters, I was threatened, offered bribes and told to leave the job so that people can go about their lives.  They just wanted to let the fires despawn quickly and go about their way.  Having a firefighter meant they'd have to wait.

I see this as the wrong way to go about things.  The jobs themselves need to be made more exciting, not dished out to every other player when there are none playing.  At this rate, it wouldn't be long before those two jobs would have a purpose.

The only reason these items are being given to other emergency services is because the other are rarely used and hard to coordinate. Why not give the other jobs nerfed equipment to use that almost are not worth using if the specialist job is full? It only leaves room for improving the other job, while allowing the server to operate without a full government.

Because it would encourage the two jobs to be used less.  Less of a need = less of a use, despite the nerf.  Those two jobs are in a much needed revamp to begin with.  Devaluing their purpose even further would be detrimental.
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