Argonath RPG - A World of its own

GTA:VC => VC:MP - Vice City Multiplayer => VC:MP General => Topic started by: JDC on July 14, 2012, 04:27:29 pm

Title: Healing in Combat rule
Post by: JDC on July 14, 2012, 04:27:29 pm
I've noticed that this rule, which has been around since MTA:VC times, has been disregarded repeatedly...

Can someone give an explanation as to why?
Title: Re: Healing in Combat rule
Post by: Kessu on July 14, 2012, 04:55:02 pm
I've noticed that this rule, which has been around since MTA:VC times, has been disregarded repeatedly...

Can someone give an explanation as to why?
It has been disallowed in VCMP due to various reasons, such as drugs healing player and also for the sake of reality (you run in cover, heal up, get back). Also usage of medic is allowed in these cases. Of course sometimes it may seem unfair, but that's the way it is in VCMP, and it has been. It's been proven as working method (single cases do not make the whole story).



Edit: As for eating food constantly to regain hp, that is not possible due to script restrictions. Using drugs constantly for hp regen will get you killed for over dosing.

Only one I'd even discuss about it spamming /c getkevlar and/or /c restock.
Title: Re: Healing in Combat rule
Post by: stormeus on July 14, 2012, 06:19:32 pm
Only one I'd even discuss about it spamming /c getkevlar and/or /c restock.

This is being fixed in 1.9 because of an episode (for lack of a better term) that occurred today.
Title: Re: Healing in Combat rule
Post by: Kessu on July 14, 2012, 06:34:25 pm
How are you going to fix it? Just being curious.
Title: Re: Healing in Combat rule
Post by: Marcell on July 14, 2012, 06:53:08 pm
This is being fixed in 1.9 because of an episode (for lack of a better term) that occurred today.
(http://j75.img-up.net/vc-mp-070db10.jpg)
Title: Re: Healing in Combat rule
Post by: stormeus on July 14, 2012, 06:53:50 pm
How are you going to fix it? Just being curious.

It's roughly the same system as was implemented in the 2.0 beta -- a player takes food/kevlar/whatever and they get 3 HP per second.
Title: Re: Healing in Combat rule
Post by: Klaus on July 14, 2012, 06:55:17 pm
:rofl:
Title: Re: Healing in Combat rule
Post by: Kessu on July 14, 2012, 06:59:00 pm
It's roughly the same system as was implemented in the 2.0 beta -- a player takes food/kevlar/whatever and they get 3 HP per second.
/c getkevlar the first time you join.

Takes 100/3=33.3333333333333333... seconds to get full kevlar (unless I am missing something radical and am just embarrasing myself.. ..again). What's the point in that? Kevlar does not generate itself on you. Rather make a limit like 10-15 seconds (aka you cannot take new kevlar in 10-15 seconds since the last one) if you need to make a change about it.

EDIT: If abused afterwards, we have admins to deal with it.
Title: Re: Healing in Combat rule
Post by: stormeus on July 14, 2012, 07:01:09 pm
Takes 100/3=33.3333333333333333... seconds to get full kevlar (unless I am missing something radical and am just embarrasing myself.. ..again). What's the point in that? Kevlar does not generate itself on you. Rather make a limit like 10-15 seconds (aka you cannot take new kevlar in 10-15 seconds since the last one) if you need to make a change about it.

I was thinking of something like this but figured I'd just go with a method that was already approved for use. If Klaus is fine with this then I can definitely add this instead.
Title: Re: Healing in Combat rule
Post by: Klaus on July 14, 2012, 07:02:24 pm
Kessu's idea sounds better. No need for regen-armor, this ain't Halo :lol:
Title: Re: Healing in Combat rule
Post by: Marcell on July 14, 2012, 07:03:06 pm
How about just having to stand still for some time to take the kevlar? If you move, it's 'interrupted' and have to wait again
Title: Re: Healing in Combat rule
Post by: Kessu on July 14, 2012, 07:05:14 pm
How about just having to stand still for some time to take the kevlar? If you move, it's 'interrupted' and have to wait again
This could also be done, maybe 2-3 seconds.
Title: Re: Healing in Combat rule
Post by: Klaus on July 14, 2012, 07:06:48 pm
Another possible solution, Marcell. Also remember that /c restock should have the same limitations.
Title: Re: Healing in Combat rule
Post by: Marcell on July 14, 2012, 07:07:11 pm
This could also be done, maybe 2-3 seconds.
I'd say 4 is fine since with 2 you could just stand still and take it when knocked down hoping you survive (shotgun does max 80 damage on min. range)
Title: Re: Healing in Combat rule
Post by: Jaga848 on July 14, 2012, 08:39:39 pm
(shotgun does max 80 damage on min. range)
Stubby does 199 :evil: :hit: :skull:
Title: Re: Healing in Combat rule
Post by: Marcell on July 14, 2012, 09:14:48 pm
Stubby does 199 :evil: :hit: :skull:
more than 200
Title: Re: Healing in Combat rule
Post by: Kessu on July 14, 2012, 09:30:25 pm
more than 200
Ye, has to be over 200 since it can 1 shot with full armour and hp.
Title: Re: Healing in Combat rule
Post by: Jaga848 on July 14, 2012, 09:35:54 pm
I believe it's 199 because when I get shot from short range with stubby while having full armour and hp, I'm always left with 1 hp. I may be wrong though..
Title: Re: Healing in Combat rule
Post by: Marcell on July 14, 2012, 11:06:25 pm
has to be alot more since I remember when hanney killed a hacker who had 255 armor with 1 shot.
Title: Re: Healing in Combat rule
Post by: JDC on July 15, 2012, 05:50:10 am
The act of healing directly in combat (such as getting kevlar while fighting inside a gang HQ or taking food while you are being shot at) is against the rules as it constitutes script abuse, which since the beginning of Argonath has been a bannable offense.

Healing should only be allowed provided the combatant exits the area of fire (as it is technically no longer healing in combat), such as running for cover so a medic can do the job. Otherwise, any attempts to heal in combat should be punished by admins.

This is based on Argonath rules.
Title: Re: Healing in Combat rule
Post by: Kessu on July 15, 2012, 08:00:35 am
The act of healing directly in combat (such as getting kevlar while fighting inside a gang HQ or taking food while you are being shot at) is against the rules as it constitutes script abuse, which since the beginning of Argonath has been a bannable offense.

Healing should only be allowed provided the combatant exits the area of fire (as it is technically no longer healing in combat), such as running for cover so a medic can do the job. Otherwise, any attempts to heal in combat should be punished by admins.

This is based on Argonath rules.
MTA VC Rules (http://wiki.argonathrpg.eu/index.php/MTA:VC_Server_Rules) Nothing mentioned about healing in combat.
VCMP Rules (http://wiki.argonathrpg.eu/index.php/VC:MP_Server_Rules) Again, nothing mentioned about healing in combat.

Healing in combat is allowed, since you can do it only once in a battle. That's why the scripts have restricted it, to prevent the abuse.

Kevlar / restock has already been restricted too, so I no longer see any problem in here.
Title: Re: Healing in Combat rule
Post by: JDC on July 15, 2012, 08:03:01 am
I beg to differ.

The rule stems from MTA:VC times, and has been rather forgotten than re-invented.
The revival of the rule originated from a couple of incidents:
1. Gvardia hiding in a bar being able to refill their health
2. Players hiding in their hous replenishig stored armour
3. Cems (and others) using a medic to fill their health

As noted, this rule is valid for all players. I have mentioned to ARPD more than once that /spawnreset in a combat situation is forbidden for both criminals and cops. Regarding armour, I am not a fan of this practice however emulating life it is possible to replace lost armour where it is not possible to eat a sandwich and heal gun wounds.
SimplePortal 2.3.7 © 2008-2025, SimplePortal