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GabeTheDespot

What do you think of a passive heal mechanic

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What do you guys think of a weak passive heal ability based on ship tonnage to crew size ratio. This would allow ships with high crew sizes relative to tonnage (health) to gain some survivability (DDs have nearly double the crew per ton IIRC). 

Maybe also have it heal more damage on lower health, such as (percentage health lost)/(tonnage to crew ratio)=percent health restored per 10 second period. This is just a thought, and could likely use some tweaking from this if put in place. 

This is just a thought I had, what do you filly’s think, I find more balancing factors more interesting personally.

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And give players even more of a reason to sit back and hide? "No I can't help scout / cap / fight, I'm healing!" ... No thanks.

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Giving heal consummable to all ship would be a better solution than a passive heal.

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22 minutes ago, Lert said:

And give players even more of a reason to sit back and hide? "No I can't help scout / cap / fight, I'm healing!" ... No thanks.

Agree with this though. 

 

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Would be funny if a healing aura on activation became a future ship's gimmick. Giving everyone a passive heal would either be too powerful, or too slow to really matter. Or only give DDs the most breathing room. 

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1 hour ago, Lert said:

And give players even more of a reason to sit back and hide? "No I can't help scout / cap / fight, I'm healing!" ... No thanks.

Sadly this.

1 hour ago, AlcatrazNC said:

Giving heal consummable to all ship would be a better solution than a passive heal.

I like this, why can't a DD patch holes and pump water out of flooded compartments?

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1 hour ago, AlcatrazNC said:

Giving heal consummable to all ship would be a better solution than a passive heal.

Might as well give all ships the exact same everything...... That would be Balance.

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most certainly no. As @Lert said, it'll just be another reason to hide. I'm tired of ships hiding, especially when they hide in such a way that they are unable to provide any kind of support, except for playing a game of peekaboo.

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I would say no to this as well as some would abuse it more at range. 

If it did come in though nerf RoF by an extra 50 percent while its active.

After all the crew are busy and can't fire

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1 hour ago, AlcatrazNC said:

Giving heal consummable to all ship would be a better solution than a passive heal.

Or take it away from all ships so that when you damage someone they stay damaged.

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I always wondered if they would ever add a "Tender" role for ships. Would be interesting to protect the healer ship in pvp.

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11 minutes ago, xalmgrey said:

I always wondered if they would ever add a "Tender" role for ships. Would be interesting to protect the healer ship in pvp.

There are tender ships in scenarios/operations.

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Just now, VeloxNavis said:

There are tender ships in scenarios/operations.

Yes, i meant playable. Thing is i can't see the fun in playing a healing ship with no guns.

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Ah.  Sometimes it seems as if they tease that Red Oak Victory (the crate ship) will become a playable ship one day.

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time for life leech.

Just like the one that was seen in the last year's Halloween event.

People will need to play aggressive for maximum reward

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A repair party mode where many/all ship functions are heavily penalized until it's back on cool down might work. Pop your special RP at the wrong time and you're a sitting duck.  If it was made available as a module like special radar and spotter plane mod. 

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2 minutes ago, VeloxNavis said:

Ah.  Sometimes it seems as if they tease that Red Oak Victory (the crate ship) will become a playable ship one day.

If they did, what do you think the game play would look like? Aside from healing ships in a giant circle, i can't picture healing them from a distance single target like an MMO although they could send parties to boats to repair them....hm.

Yeah its tough to picture.

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12 hours ago, Counter_Gambit said:

most certainly no. As @Lert said, it'll just be another reason to hide. I'm tired of ships hiding, especially when they hide in such a way that they are unable to provide any kind of support, except for playing a game of peekaboo.

That is why I suggested that the heal is more effective with more damage taken, so sitting back would prevent the full effect from occurring, as would YOLOing, and ships that stay at that ship’s proper range the most. Maybe change it to be much more effective (not 20-30%, but an order of magnitude or 2) when in proximity and LoS to enemy, say, within your detection range or the bonus from CE in km (16 for CV, 14 for BB, 12 for CA/CL, 10 for DD), whichever is closer for large ships, and farther for DDs (to encourage spotting). Potentially with a DPM but not consumable reload penalty. 

14 hours ago, Lert said:

And give players even more of a reason to sit back and hide? "No I can't help scout / cap / fight, I'm healing!" ... No thanks.

I appreciate the criticism, now please elaborate. 

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A slow but steady constant heal to represent ongoing damage control would be acceptable.

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All healing, with the exception of module repair, should be removed from the game.

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Just now, Quaffer said:

All healing, with the exception of module repair, should be removed from the game.

Or give it to all ships.  I'd say test no heals and see how that goes.  I have a feeling it would make players far more passive.

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A passive heal would not fit within the confines of the game as it is.   Maybe for the mobile version blitz or some such.   However such a heal could not be added to the existing game without functionally breaking the game as it currently exists.

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