Medical Revamp 2021
[image: i.imgur.com]
^ Keep in mind that Ched is open to changes should we find any glaring holes with the system. I'd encourage you to refrain from flipping the table over until we've seen this system play out over the next few months. Overall, from what I've read, I think the change is cool, relatively balanced, and seems to have been given quite a bit of thought prior to being released.
Thoughts so far:
- The 6hr med cooldown is going to require most players to be quite a bit more active during war days. No more dumping hits, racking up loads of medical cooldown, and leaving for the day.
[image: i.imgur.com]
- This seems abuse-able. Hop on wall with 5e and low health, hire an outside hitter to hospitalize you, then use meds to bump your life up with zero med cool down added. What am I missing?
- Gas stations and serotonin likely get an indirect boost from this change; as life is intrinsically more valuable in short bursts; especially with stacked energy.
- Farms, Candle Shops, and really just about any energy-based company just got less attractive to work in due to the stacked-energy being less valuable during war for revivers and mid-tier players who are likely going to get smacked by bigger players and max out their med cooldown and behind-the-scenes revive cooldown before their energy gets used up. (Still handy during long-chains and competitions though!)
- I'm super curious to see how revive skill scales up. Is it like driver skill / hunting skill in the sense that it gets A LOT more difficult to gain incremental skill as you level it up? Super excited for this change, it'll let those who specialize as revivers really shine and potentially be able to charge quite a bit more for their premium revive services. (Reviving at +90% life!) Update: Getting to 100.0 revive skill seems relatively easy based on personal stats from the hall of fame. It only takes ~2,900 revives to get to 100.0 revive skill. That said, there are about 200 players who are either already at 100.0 revive skill or are only a few xanax away from camping the last page of the hospital to get there.
- I'm a little worried about what this will do to the bounties market, but we'll see how it plays out. The chain-reviving aspect that bounties often bring about is no longer possible. It's now feasible to effectively lock someone away with bounties unless that individual being bountied has bounty protection from a job special or has a territory wall to climb up on over and over.
- Xanax OD's are going to be interesting going forward.
- I'm concerned this update makes warring quite top-end-heavy, but we'll see how it plays out in practice.
- It's interesting to see how inter-faction-revives were not implemented. I thought for sure we'd see "healers" inside the faction to make ranked warring as 1v1 as possible.
- It's great to see Opium finally have a somewhat-strategic purpose.
- Getting hit from the outside while not being on a wall is still devastating. Especially if you are chain-revived while inactive and become unrevivable later should you forget to turn your revives-off. During war you'll absolutely want a second and third wall to sit on while you're online to ensure you're protected from outside hits.
- Those missions that require putting someone in the hospital for ~12hrs might be a much larger energy investment.
- 6hrs of med cooldown seems laughably low, it'll be interesting to see how that plays out. 10-12hrs seems like it would be better suited for the vast majority of player's activity levels; but I haven't seen what's planned for ranked warring, and the medical items scaled down in a balanced manner, so it may be a non-factor.
- The medical effectiveness faction branch just got considerably more important for warring.
- I'm looking forward to the next dirty bomb drop to see how using Neumune tablets plays out in practice.
- Traders who self-hosp may find themselves adapting to this change in creative ways. It'll be interesting to see what they come up with.
- Arson warehouse (hospital from fails) and any crime (or organized crime) that results in hospitalization just got a bit more interesting.
- It seems odd that you aren't able to control who revives you without a massive re-work and constant management of your friends list. It'll typically be bad for a low-skill reviver to revive you based on what was released since you'll gain lower amounts of life but bump up your hidden-revive-cap at a set rate. You'll definitely want to turn your revives off prior to a war!
[image: i.imgur.com]
- I could be wrong on this, but I'd guess we won't see much of a market impact on the price of medical items long-term like we did with Lawyer Business Cards after the CE-loss update a few months ago. The medical item market is super saturated and I don't foresee much demand for the non-premium medical items.
Discuss your thoughts below!
- Andyman
[image: i.imgur.com]
^ Keep in mind that Ched is open to changes should we find any glaring holes with the system. I'd encourage you to refrain from flipping the table over until we've seen this system play out over the next few months. Overall, from what I've read, I think the change is cool, relatively balanced, and seems to have been given quite a bit of thought prior to being released.
Thoughts so far:
- The 6hr med cooldown is going to require most players to be quite a bit more active during war days. No more dumping hits, racking up loads of medical cooldown, and leaving for the day.
[image: i.imgur.com]
- This seems abuse-able. Hop on wall with 5e and low health, hire an outside hitter to hospitalize you, then use meds to bump your life up with zero med cool down added. What am I missing?
- Gas stations and serotonin likely get an indirect boost from this change; as life is intrinsically more valuable in short bursts; especially with stacked energy.
- Farms, Candle Shops, and really just about any energy-based company just got less attractive to work in due to the stacked-energy being less valuable during war for revivers and mid-tier players who are likely going to get smacked by bigger players and max out their med cooldown and behind-the-scenes revive cooldown before their energy gets used up. (Still handy during long-chains and competitions though!)
- I'm super curious to see how revive skill scales up. Is it like driver skill / hunting skill in the sense that it gets A LOT more difficult to gain incremental skill as you level it up? Super excited for this change, it'll let those who specialize as revivers really shine and potentially be able to charge quite a bit more for their premium revive services. (Reviving at +90% life!) Update: Getting to 100.0 revive skill seems relatively easy based on personal stats from the hall of fame. It only takes ~2,900 revives to get to 100.0 revive skill. That said, there are about 200 players who are either already at 100.0 revive skill or are only a few xanax away from camping the last page of the hospital to get there.
- I'm a little worried about what this will do to the bounties market, but we'll see how it plays out. The chain-reviving aspect that bounties often bring about is no longer possible. It's now feasible to effectively lock someone away with bounties unless that individual being bountied has bounty protection from a job special or has a territory wall to climb up on over and over.
- Xanax OD's are going to be interesting going forward.
- I'm concerned this update makes warring quite top-end-heavy, but we'll see how it plays out in practice.
- It's interesting to see how inter-faction-revives were not implemented. I thought for sure we'd see "healers" inside the faction to make ranked warring as 1v1 as possible.
- It's great to see Opium finally have a somewhat-strategic purpose.
- Getting hit from the outside while not being on a wall is still devastating. Especially if you are chain-revived while inactive and become unrevivable later should you forget to turn your revives-off. During war you'll absolutely want a second and third wall to sit on while you're online to ensure you're protected from outside hits.
- Those missions that require putting someone in the hospital for ~12hrs might be a much larger energy investment.
- 6hrs of med cooldown seems laughably low, it'll be interesting to see how that plays out. 10-12hrs seems like it would be better suited for the vast majority of player's activity levels; but I haven't seen what's planned for ranked warring, and the medical items scaled down in a balanced manner, so it may be a non-factor.
- The medical effectiveness faction branch just got considerably more important for warring.
- I'm looking forward to the next dirty bomb drop to see how using Neumune tablets plays out in practice.
- Traders who self-hosp may find themselves adapting to this change in creative ways. It'll be interesting to see what they come up with.
- Arson warehouse (hospital from fails) and any crime (or organized crime) that results in hospitalization just got a bit more interesting.
- It seems odd that you aren't able to control who revives you without a massive re-work and constant management of your friends list. It'll typically be bad for a low-skill reviver to revive you based on what was released since you'll gain lower amounts of life but bump up your hidden-revive-cap at a set rate. You'll definitely want to turn your revives off prior to a war!
[image: i.imgur.com]
- I could be wrong on this, but I'd guess we won't see much of a market impact on the price of medical items long-term like we did with Lawyer Business Cards after the CE-loss update a few months ago. The medical item market is super saturated and I don't foresee much demand for the non-premium medical items.
Discuss your thoughts below!
- Andyman
Mentions: Medical revamp 2021