What does this suggestion change/add/remove:
This suggestion brings up the idea of changing 22415's healing ability with the (as far as I know) necromancy ability that thaums have. The reason I recommend this is that 22415-1 already has a med kit that can heal just as well the healing ability with the cost of losing power. Adding with the fact that it would take more power to tp someone to your dimension and then use the healing power when you can just instead tp someone to your dimension and heal them with the med kit.
This would simply be swapping the heal ability for the necromancy one, with the added balance of having it cost anywhere from 75-100 power, have a cooldown of 1-2 minutes and if really needed only be allowed to revive 1-2 people at a time.
Has something similar been suggested before? If so, why is your suggestion different?:
To my knowledge of scrolling through all resolved and on going threads with the keywords 22415. I can say no other person has brought up the idea.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Well as said in the first questions I think that the healing ability is redundant due to 22415-1 already having a med kit and do believe that being able to revive at least 1 player can prove beneficial to 22415-1s gameplay loop. Even with the negatives that may come by I think these negatives would become more acceptable once people get used to it and understand the said change onto 22415-1. Due to my lack of knowledge of server changes I can't say if this would be an easy or hard change but do believe it should be done.
This suggestion brings up the idea of changing 22415's healing ability with the (as far as I know) necromancy ability that thaums have. The reason I recommend this is that 22415-1 already has a med kit that can heal just as well the healing ability with the cost of losing power. Adding with the fact that it would take more power to tp someone to your dimension and then use the healing power when you can just instead tp someone to your dimension and heal them with the med kit.
This would simply be swapping the heal ability for the necromancy one, with the added balance of having it cost anywhere from 75-100 power, have a cooldown of 1-2 minutes and if really needed only be allowed to revive 1-2 people at a time.
Has something similar been suggested before? If so, why is your suggestion different?:
To my knowledge of scrolling through all resolved and on going threads with the keywords 22415. I can say no other person has brought up the idea.
Possible Positives of the suggestion (At least 2):
- Revival of personnel that medics can't get to
- The ability to get revived players to safety soon after
- Be able to assist researchers in tests that may have other personnel killed during testing.
Possible Negatives of the suggestion:
- One of the negatives of such a change may be due to the removal of the risk factor that medics take during revivals
- Because of this they may deem it unfair as someone they just killed can just come back without them being able to do anything if not prepared.
- The second negative may be that medical personnel would have to somewhat fight with 22415-1 in who can revive who faster
- Because of this lower class medical may begin to dislike 22415-1 as they would be missing out on some of the XP that reviving brings.
Well as said in the first questions I think that the healing ability is redundant due to 22415-1 already having a med kit and do believe that being able to revive at least 1 player can prove beneficial to 22415-1s gameplay loop. Even with the negatives that may come by I think these negatives would become more acceptable once people get used to it and understand the said change onto 22415-1. Due to my lack of knowledge of server changes I can't say if this would be an easy or hard change but do believe it should be done.