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Thread: Improvement: Removing reviving from medics
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Old 2014-07-08, 12:57 PM   [Ignore Me] #11
Figment
Lieutenant General
 
Re: Removing reviving from medics


Originally Posted by CraazyCanuck View Post
What if instead/in addition to the suggestions I made above for counters, they made the revive gun 'ammo' dependent? Not ammo specifically but have a finite number of revives tied to each rank of certification? Each rank increase the amount allowed before forcing the medic to return to a terminal or sundy to top up.
If only there was a game that had:

Limited medical juice where each heal and each revive costs a certain amount of "medical ammunition".


I just keep forgetting the name of that game... Something with a P.
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