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Author Topic: Using alien materials to make a better medkit  (Read 4081 times)

Offline Eegxeta

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Using alien materials to make a better medkit
« on: October 01, 2013, 06:02:46 am »
Since the alien material can change shape couldn't that be used in some way to make a medkit that can be used faster like maybe  something like a cross between the hypo spray from Star Trek and packaging tape gun that dispenses some sort of bandage tape that can morph into a small easy to carry box. So the you can quickly bandage a wound and then give a pain killer shot all in one go and maybe take up less space with the down side of being heavier. Instead of 20 time units it would need something like 12 time units so you can use it twice in one turn.

Offline TallTroll

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Re: Using alien materials to make a better medkit
« Reply #1 on: October 01, 2013, 01:54:01 pm »
An advanced medkit is a good idea, but I don't think it should be 12 TU to use. That would make it too powerful, I think. If the advanced version was a little more effective, that would probably be good, but keep the TUs high enough to restrict 2x use/turn to specialised medics (no armour, pistol, medkit, => 40+ TUs). At 12 TUs, more experienced troopers could actually get 3x uses/turn, even geared up.

Offline Eegxeta

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Re: Using alien materials to make a better medkit
« Reply #2 on: October 01, 2013, 04:39:55 pm »
I just giving a suggestion on a lower number based on how many time units my best soldiers have.

Offline TallTroll

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Re: Using alien materials to make a better medkit
« Reply #3 on: October 08, 2013, 05:51:28 pm »
>>  based on how many time units my best soldiers have.

Try equipping someone so their weight in the loadout screen is green. They will get bonus TUs in the Battlescape. Of course, they won't be able to have any armour, or much in the way of weapons, but if you can keep them safe, they will be an excellent medic

Offline Battlescared

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Re: Using alien materials to make a better medkit
« Reply #4 on: October 09, 2013, 02:32:28 am »
A better med kit would be nice, especially later in the game.  Some squadies can get stacked with quite a few wounds and getting them healed up can be tricky.  Maybe instead of doing +3 healing to each wound, have it do +4.  That would make a 7 or 8 squadie healed in 2 moves instead of 3.  That wouldn't be OP, but give you reason to build and equip it. 

I haven't noticed my squadies getting higher healing rates as they get better, so if that does the same thing, I'd still keep the concept the same, just have the advanced do one more healing point than the basic.

Offline AntJam

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Re: Using alien materials to make a better medkit
« Reply #5 on: October 09, 2013, 12:51:30 pm »
Thats actually pretty easy to do. The current medikit heals 2-6 points (actually does -4 damage plus/minus 2) at 20 Tu cost per use. A Trauma kit (for example) might heal 4-8 ( -6 plus/minus 2) at 25 Tu cost. It would just be a case of adding a new model and copying the existing medikit stats with the increase in damage , although here I would suggest the TraumaKit might be 3x3 size as opposed to the 2x2 medikit . Apart from the new model/texture its a 5 min job and in fact you could just keep the existing model and change the scale value for simplicity.


Actually on checking the files the medikit heals 3-5 (-4 plus/minus 1)

anyway made a mini mod as an example here http://ufoai.org/forum/index.php/topic,8012.0.html
« Last Edit: October 09, 2013, 03:11:30 pm by AntJam »

Offline TallTroll

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Re: Using alien materials to make a better medkit
« Reply #6 on: October 09, 2013, 04:19:26 pm »
Hooking it into the research tree via "alien materials" has a nice feel. It's still early enough in the game to be useful, and gives your early game engineers something useful to build, and will soak up some scraps of alien materials from scouts etc

Offline AntJam

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Re: Using alien materials to make a better medkit
« Reply #7 on: October 09, 2013, 06:40:33 pm »
To add the need for alien materials for production just add -  require_for_production { item (alienmaterials 5) }  - to the tech entry just above the "provides" part of the traumakit.ufo in my example mini-mod.