Inspired while playing MH4U and enjoying the ease of shotgun-style healing bullets.
So what if different medic guns in KF2 would come with different methods of drug-delivery? Or what if the healing component of the gun was modular, so regardless which gun you pick, you can choose from different healing systems?
There'd still be the Classic - available for old pros who are confident marksmen, with its long range and potent shots.
Acupuncture Flechettes - would give you shotgun-style healing darts, a bundle of drug-coated needles being blasted painfully/healthfully into the back of your head. This is the "ease of use" option, with a cone spread and extra-high muzzle velocity. The tradeoff could be a slower recharge or lower maximum charge level (one shot per full charge compared to two) or they might just do less healing than a single classic dart, even if the majority of the flechettes hit.
The Prod - For lovers of the hands-on approach of the healing tool over gun-based systems, The Prod would basically be a healing-tool bayonet, Just run over to your friends and jam it up their... wounds. A fool-proof, heavy dose of healing, without having to switch from your gun to your healing tool, also recharges pretty quick. Obvious drawback is that you can't do it from a distance.
Gas Thrower - instead of launching projectiles, the gun gets a tank of healing gas; Sprits out a little puff like you're applying a fine perfume or empty your tank like a trigger-happy flamethrower user, either way it'll linger in the air for a few seconds so you don't have to douse your teammates directly; they can just run through it like little kids in a lawn sprinkler. Advantages are ease of use, multi-target healing, and ability to use variable amounts of healing for different situations. Disadvantage is a short-medium range, and the gas will heal more slowly than direct injections.
Bonus suggestion: An optional skill for medics that adds an offensive component to each different healing device would be awesome. The classic darts could do headshot damage or poison zeds, the flechettes could irritate zeds from needle-y pain or blind them on a face-shot, the prod could have a zed-tailored paralytic agent and the gas could do DoT like medic grenades. :D
So what if different medic guns in KF2 would come with different methods of drug-delivery? Or what if the healing component of the gun was modular, so regardless which gun you pick, you can choose from different healing systems?
There'd still be the Classic - available for old pros who are confident marksmen, with its long range and potent shots.
Acupuncture Flechettes - would give you shotgun-style healing darts, a bundle of drug-coated needles being blasted painfully/healthfully into the back of your head. This is the "ease of use" option, with a cone spread and extra-high muzzle velocity. The tradeoff could be a slower recharge or lower maximum charge level (one shot per full charge compared to two) or they might just do less healing than a single classic dart, even if the majority of the flechettes hit.
The Prod - For lovers of the hands-on approach of the healing tool over gun-based systems, The Prod would basically be a healing-tool bayonet, Just run over to your friends and jam it up their... wounds. A fool-proof, heavy dose of healing, without having to switch from your gun to your healing tool, also recharges pretty quick. Obvious drawback is that you can't do it from a distance.
Gas Thrower - instead of launching projectiles, the gun gets a tank of healing gas; Sprits out a little puff like you're applying a fine perfume or empty your tank like a trigger-happy flamethrower user, either way it'll linger in the air for a few seconds so you don't have to douse your teammates directly; they can just run through it like little kids in a lawn sprinkler. Advantages are ease of use, multi-target healing, and ability to use variable amounts of healing for different situations. Disadvantage is a short-medium range, and the gas will heal more slowly than direct injections.
Bonus suggestion: An optional skill for medics that adds an offensive component to each different healing device would be awesome. The classic darts could do headshot damage or poison zeds, the flechettes could irritate zeds from needle-y pain or blind them on a face-shot, the prod could have a zed-tailored paralytic agent and the gas could do DoT like medic grenades. :D
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