This thread has been moved over from the old Torn forums, and had been neglected by myself for too many months. I've now made additions and changes to the original suggestions which I hope improve it.
This game needs more expansions to make different play-styles more desirable, interesting and rewarding for those who choose to take them.
I've never been into warring, and never really cared about my stats. I only did attacks to please faction overlords, and spent my energy in the gym because there wasn't much elsewhere for it to go.
That was until I found reviving. A glorious place to throw all my energy into that wasn't stats or attacks. Something I could possibly make a name for myself in.
So I went for it. And it was great. For a while anyway.
The path to gain the title of 'healer' and the revive honors feels very dry.
I don't know how many different styles of play are out there. So I can only speak for my own, which is the Medic or 'Healer'. But I hope this thread can also inspire others who feel their path is very limited or stagnated to make their own thread, and push to get their route more content to keep it interesting and fun for others who might also pick the same path.
So this thread is where I suggest some additions to the Healer/Medic route that I'd like to see, which hopefully make the play-style more enjoyable both in the early and later stages.
[Small Quality of Life Changes]- Have an option to enable one click reviving in the hospital and profile pages. (No warning about how much E it will cost, just revive on clicking the symbol.)
Merits/HonoursI'll get the common out of the way first.
It's a tired addition. People want them added everywhere. It's a cheap way to keep people happy with what they're doing. I know. But I really feel two lone merits/honours at the
1k and 2k (It's worse than my tired self could remember! Only honours at the 500 and 1k mark!) for reviving isn't enough.
Most just marathon to the 500 and 1k, and then they drop reviving completely. And you can say it's my fault for carrying on knowing there were no further rewards in terms of merits, but it leaves myself, quite past the 1k mark, feeling a little disheartened.
Increasing increments between merits/honours is an obvious move. Such rewards will only find themselves in the hands of those with the conviction to stay true to the path of a healer.
Perhaps:
5,000 Revives - Hand Me The Scalpel
7,500 Revives - It's Alive!
12,500 Revives - We Have The Technology, We Can Rebuild Them.
17,500 Revives - Elixir of Life
25,000 Revives - God Hand
I really do need to get graphics made for these.
I expect a few people will say that the required amount of revives for each is too high, and request I lower it. I'll decline in advance. The purpose of this is to reward those set on the route. Not to be a quick stream of merits for everyone to quickly marathon.
Additional suggestion for expansion of this thanks to FalconE51 [78101] over at his thread here - New Merits - Flight Related with the idea of having merits/honours for reaching milestones in revives performed while abroad.
Medical Starter Job Actually Providing Benefits to The Revive Ability.
I'm a medic/healer, and yet I'm happily sitting in my casino job for the extra tokens because of the simple fact that the medical job does f**k all to assist with reviving, aside from granting the ability in the first place, which then becomes a passive ability anyway.
None of this feels right at all.
Now I'm
not going to suggest having the Revive ability become one that isn't passive. Since my goal here is to try and make a new route more desirable and accessible for players to enjoy and experiment with. Limiting it to those only in the Medical job would likely just kill it off completely, and more importantly, it'd most likely piss off already existing players. And nobody wants that!
Rather, I'll suggest that being in the medical job should grant small but significant advantages to those that really want to commit themselves to the way of a healer. Leaving those who wish to revive more casually outside of the medical job very much unharmed and free to do so.
Job Specials - There's been some job updates since I last posted this suggestion. I'm not quite sure where they're headed though.
I was incredibly tired and lazy at the time of writing this, but I believe everything looked alright in the end. However, balancing suggestions would be much appreciated if someone believes there may be problems with my current numbers. These numbers can always be edited provided there is good reason to warrant doing so.First, move the ability to revive people down to the rank of Surgeon. This is because later job specials that supplement the revive ability would of course have to be unlocked after the revive ability itself. And at present there is no room after brain surgeon. It only makes sense.
So you'd have
Surgeon - Revive Ability Unlocked - Revive someone for 75 energy (Passive)
Brain Surgeon -
Trade in 1000 Job Points for a 'Medical Bar'
Medical Bar - This would be a bar much like the Happy, Nerve and Energy bar that are already displayed. And would be displayed either in the job screen, or the information section along with the other bars.
The medical bar would cap at 75/75, the base amount for one revive, and can only be used to perform revives. Giving those positioned in the medical job for a significant period of time a deserved advantage to their selected vocation.
1 medical point is equal to 1 Energy. But
can only be spent on revives.
When performing a revive, the Medical Bar will always be depleted first over the energy bar.
In the event there is not enough points accumulated in the Medical Bar for a revive, the remaining required points would be deducted from the energy bar of the player.
For example:
-Player-Kun wants to perform a Revive at the base cost of 75 Energy.
-Player-Kun only has 20 Medical Bar points, but also has 60 Energy.
-The revive is performed
-20 energy is deducted from Player-Kun's medical bar, leaving it at 0/75
-The remaining 55 Energy required to perform the revive is deducted from Player-Kun's Energy Bar, leaving it at 5/150 (or 5/100 if Player-Kun is not a donator)
The Medical Bar would regenerate at a rate of 1 point every 5 minutes. Giving players with these bonuses an extra revive roughly every 6 hours. If my math hasn't failed me.
This bonus would not be passive. Leaving the Medical job would forfeit the ability, and the player would have to spend 1000 job points to attain the ability again after rejoining the medical job.Next.
Consultant Rank Specials. - Group Therapy/Intensive Group TherapyThis special would have two ways of operating. Which are unlocked separately, but can both be used after being both unlocked, the latter not replacing the former upon unlock.
Group Therapy - Unlocked at Consultant Rank. No other conditions required.- Cost: 5 job points
- Player selects 4 players from the hospital page that are all hospitalized for the same reason.
- The four players hospital times are reduced by 3 hours and 30 minutes
Working Example- Player-Kun selects 4 players that are in hospital with their reason listed as 'Mauled by a guard dog'
- Player-Kun has 5 job points deducted
-
Result: The group therapy works wonders! They'll make a full recovery in no time!- The 4 selected players all have their hospital times reduced by 3 hours and 30 minutes
How this special will not work-Player-Kun selects 4 players that are in hospital with their reasons listed as 'Overdosed on Xanax' and 'Burned in Arson Attempt'
- No job points are deducted from Player-Kun
-
Result: These patients are all here for different reasons! Group therapy won't be effective!-The special fails to work because the players are not in hospital for the same reason.
And the second special
Intensive Group Therapy - Expansion available once at Surgeon rank. Costs 50 million for training to unlock.Works much like the regular group therapy, but costs Energy and Nerve rather than job points, and has a more effective result.
- Cost: 100 Energy, 25 Nerve.
- Player selects 4 players from the hospital page that are all hospitalized for the same reason.
- The four players are revived, their hospital times reduced to 0.
Working Example- Player-Kun selects 4 players that are in hospital with their reason listed as 'Mauled by a guard dog'
- Player-Kun has 150 energy and 25 nerve deducted
-
Result: The intensive group therapy works wonders! They've all made a full recovery!- The 4 selected players are all revived, their hospital times reduced to 0.
How this special will not work-Player-Kun selects 4 players that are in hospital with their reasons listed as 'Overdosed on Xanax' and 'Burned in Arson Attempt'
- No energy or nerve is deducted from Player-Kun
-
Result: These patients are all here for different reasons! Intensive group therapy won't be effective!-The special fails to work because the players are not in hospital for the same reason.
Blood Transfusions - Coming Soon! With the new attacking system, I'm not really sure how one would 'balance' this. And as someone that doesn't really do much attacking now, I doubt I have the knowledge to create the right numbers for something like this. But I'll still provide examples of how it'd function, and perhaps someone with more knowledge on this subject could suggests some numbers and do the math, if they'd be so kind.Well, that was actually an update. Just not in the way I had in mind. o.o
Auto-MedicNot sure how to go about adding this in right now, but somehow earning the ability to set up an auto-revive on a specific person would be nice. So that if you need to keep someone out of hospital, having this ability turned on would automatically attempt to revive that person every time they entered hospital. Obviously it would only activate if you were already online.
*I'll likely expand and edit this section when not dying from sleep deprivation. All suggestions to improve are greatly appreciated as long as they conform to the goals I would like to achieve here. Please keep my intentions of making dedication to a specific route rewarding in mind*
Moving on out of the straight and narrow doctor territory, for those that want to dabble in something a little more Tornesque, a little more of the dark and sinister they were promised upon sign up to the game.
Alternate Route: I'm unsure where to add this as an unlock. Possibly a new rank or position called "Rogue Doctor" that branches off from the normal progression.
Would cost 50 Job Points to switch over to the route, and the same amount to switch back to the normal one. While in one route, the specials of the other route cannot be used. (With the Basic 'Revive' special and Medical Bar upgrade being the exception.)
For example, while in the Rouge Doctor route, a player would not be able to use any of the group therapy specials, but would still be able to revive and possess a medical bar. And while in the Regular Doctor route, you would not be able to use the Botch Surgery or Aggravate Patient specials, but would also still possess the ability to revive and the medical bar.
Plenty of options here. A lot to experiment with. I have a couple I'd like to see, and of course all additions and suggestions are most welcome. Your imaginations will fuel this one nicely.
Special: Molest Aggravate Patient (Name changed due to complaints of it being distasteful in the other thread)
- Cost: 75 E, 11 Nerve
- Target one person in hospital
-
Success Message: You grow tired of your normal life and normal actions, the boredom of this repetition is like a poison to your mind, and you can only think of one cure. You've always treated patients so well, even the undesirable ones, but here's your chance to teach this patient a lesson... You aggravate the helpless patient lying in front of you.You gain: 200 happyTarget loses: 400 Happy, All Nerve.Failure Message: You grow tired of your normal life and normal actions, the boredom of this repetition is like a poison to your mind, and you can only think of one cure. You've always treated patients so well, even the undesirable ones, but here's your chance to teach this patient a lesson... You begin to aggravate the helpless patient lying in front of you, but just seconds in a relative of theirs bursts through the door. You've been caught red handed!Jail Time: 5 HoursYou lose: 250 Happy, $500,000
Target Gains: $500,000
Special: Botch Surgery
- Cost: 75 Energy
- Target one person in hospital
-
Success Result: Targets hospital time is increased by up to 80% of their current time. 40% minimum.
And that's all I've got as of this moment. Please let me know if I've overlooked any significant problems that make these suggestions impractical, and I'll do my best to resolve the issues. I'll also be trying to keep up to date with this thread, adding any other ideas I think of over time. (I know I said that before, and ended up letting the thread die, but that shouldn't happen again.) (It happened again. Sorry to everyone who has up-voted and supported this suggestion, I have failed you.)