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Community Thoughts on Medical Revamp 2021

Started by Andyman [471591] on in General Discussion.

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Ninivah [1950421] ×1 Zachjuv [2015134] ×1 PsychedelicEly [2442960] ×1

Andyman [471591]
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

Mentions: Medical revamp 2021

Aleks-ODBird [2259658]
Question: How do I mitigate the increase in reviving factions that play a part in major and most wars?

Solution: Reduce the maximum medical cool-down!

I honestly don't get how does reducing the maximum cool-down is supposed to reduce the need the reviving factions? Especially, with any 1 of the points in the Fortitude Branch costing an arm and a leg.

This especially sucks for smaller factions who may not have enough respect!
Kinzove [1867602] Wiki Contributor
Data I've been able to find so far:

13 revives = 3 skill
18 revives = 4.80 skill (Ty Isca)
21 revives = 5.42 skill (Ty Pistachio)
22 revives = 5.67 skill (Ty Frank)
25 revives = 6.00 skill (Ty SinCitySinner)
60 revives = 11 skill (Ty Mavi)
111 revives = 17
130 revives = 19.37 (Ty Dfrosty)
185 revives = 24.75 skill
230 revives = 28.6 skill
290 revives = 33 skill
363 revives = 38 skill
411 revives = 40 skill
427 revives = 42.09 (Ty Evil_Hamster)
503 revives = 46 skill (Ty Mistress_Z)
513 revives = 52.61 skill
615 revives = 51 skill
620 revives = 52 skill
667 revives = 54.30 (Ty Baldr)
723 revives = 56.67 skill (Ty snowbeast)
843 revives = 61 skill (Ty Salvia)
924 revives = 64 skill (Ty Beasty)
1002 = 66
1013 revives = 67.17 skill (Ty MightyGoober)
1018 revives = 67.40 skill
1199 revives = 72 skill
1300 revives = 76.00 skill (Ty Missy_Moo)
1758 revives = 84.99
1846 revives = 86.55 skill (Ty Crim)
1858 revives = 86.74 skill
1944 revives = 88 skill
2093 revives = 90.66 skill
2286 revives = 93 skill
2364 revives = 94.30
2556 revives = 96.52 skill (Ty DarkwingDuck)
2839 revives = 100 skill

Will keep adding more as I find it.
Boylebag [2491665]
What about someone hitting from a second friendly wall? If they get hit back do they get no med cooldown?

Also it doesn't completely kill group attacks, but it does mean a lot more effort to land the killing blow properly I guess.

According to the paper you can hit any wall and it will give med cd, which also means group attacks are back on the menu.

That is unless you live on say an island with like two entrances into it... lol
8bitz [2055543]
I wonder how difficult it will be and how long it will take to increase reviving skill for a noob to reach 100 reviving skill. Incoming Andyman graphs. At least I can charge a bit more for revives as I have 100 reviving skill therefore should be able to restore more health :)
_Phil_ [2590086]
On the second point, I read it as you don't receive any cooldown until you get out the hospital, then it will be applied after (so that you're at least able to get out of the hospital). I could be wrong tho.
2480971 [2480971]
I think you’re spot on with the abuse mechanic there Andy. I see massive scope that being disused, and what people can just pay outside hits to hospitalise themselves to use meds at no cost to cooldown.. seems like it remains a case of pay to win to me.

Oh wait, fake TT walls so that all outside hits don’t cost cooldown?

Fake war your ally or sub and have unlimited medical cooldown lmao.

Brilliant. Way to kill the bounty mechanics. Super curious about bounties now myself - I see that wasn’t mention if even considered.


Essentially makes hospitalising outside war and/or bounties pointless, in turn promoting scams/thefts and all round dick like behaviour.

Also, good luck on faction families protecting their subs and such. Awesome.

We’ll see.
Sharrakar [2334035]
So basically if ya on war wall and someone who isn't in the opposing war fac kicks ya off the wall. You can get someone to hosp ya say if you were on 100hp and maxed med. Get hosped by outsider use meds because it won't get added till.after out of hosp so if you get someone to hosp you for 5h could take 5 blood bags so ya maxed health and it will only get added onto the time once you finally get out of hosp on 5th bag ?