Engineer can revive

Hello all.

 

So before Open Space, we were able to revive our mates in PVE no matter what class you’re using. And when Open Space came, you HAVE to use duplicator to revive your mates no matter what class you’re using.

 

So how about making engineer a bit more engineerish by making them able to revive without a special module or active module? I mean just like an ability, no need for a module to do this. Maybe make it apply for open space too? Engineers can revive random people, but have limits on maybe criminals or let’s say karma too? Like if you have negative karma, you can only revive negative karma people, same with positive karma.

 

I mean this will just make engineer class more of an engineer.

 

What do you think?

Nice idea. Although I would allow any player to heal anyone with + or - karma as well. And it should be an active module imo. If not used reviving people would still be possible the old fashion way. Or another idea that came from another topic about the ability to lock on friendly ships: allow players with engineer send special module healer drones to friendly target to heal them or repair them if a shipwreck is targeted. The latter one would be great in pve because often it is hard to revive someone that is far away from action and it would not worth the effort.   

. The latter one would be great in pve because often it is hard to revive someone that is far away from action and it would not worth the effort.   

Yeah I thought of this. Engineers probably gonna waste time on going to revive someone, and probably the mission is already lost when they revive. So I think an active module as healing and reviving drones is an excellent idea.

probly put 1 minute or 2 cooldown on that cause then u can beat any pve with 4 engies :smiley:

probly put 1 minute or 2 cooldown on that cause then u can beat any pve with 4 engies :smiley:

Nah there will always be a need for other classes too!

1+

Bump, cuz this should be implemented in my opinion, cuz engi MUST be able to revive.

I like it. Maybe in the future engi will be really support class.

You can revive using duplicators…

You can revive using duplicators…

Yeah, but before open space this wasn’t a thing. So what I am suggesting is that if you are an engi, you can revive without a duplicator. I mean who will spend a duplicator on someone who they don’t know? Greediness plays a role all the time lol.

 

To be honest, sometimes I ewvivw an ally in a PvE so they help me, they die as soon as I revive them. I lost another duplicator on nothing. It might be easy for you to obtain these, but not for me. :confused:

Just look how healers works in other games. Mainly they heal, support and revive whoever they can (skill should have about 5 min CD i think). Here engi is mostly just another damage dealer with healing ability (I’ve seen engis without mass healing modules).

We have tanks (guards) so we should have to real healers too. :wink:

Just look how healers works in other games. Mainly they heal, support and revive whoever they can (skill should have about 5 min CD i think). Here engi is mostly just another damage dealer with healing ability (I’ve seen engis without mass healing modules).

We have tanks (guards) so we should have to real healers too. :wink:

I totally agree with you. Engi isn’t doing that much of its purpose. 

What if all ships can revive, BUT the saved ship will be in a crippled state? ie. 1/4th the power to engines and maneuvering, as well as to rate of fire and module effectiveness.

If an engineer revives, the state of the ship will be at 50% instead of 25%. In the presense of an engineer, if a ship was prior revived by someone else, it will slowly bring them from 25% to 50% while in proximity.

 

If the revived player so wished, they could use a duplicator to attain 100% effectiveness again.

 

The revival process should be carefully chosen so as to not be overpowered. It should probably leave the ship in a vulnerable or weakened state during and shortly after bringing someone back.

 

If duplicator is not used before the end of the match, the player will need to pay for ship repairs, as well.

Engis are designed to repair so they should do this fully. Other ships should not i think.

I see this like this.

CD: 5 - 10 min.
“Cast” time: Fed engi 2x duplicator revive time, Imp engi 2,5/3x duplicator revive time.

When engi is reviving it lose its shield and energy during that process and revived ship should have 30% of hull hp and 50% of shield and energy so they need to be healed in normal way. Also during reviving engi need to have drones online.
(in free space also engi should have at least 30% of its fuel and during reviving lost it and revived ship should have 25 - 30%)

Now, why its difference between fed and imp cast time.
Fed engi is fast and have less hull hp than imp. With the same cast time fed would have smaller survive chance reviving under enemy fire.

What if all ships can revive, BUT the saved ship will be in a crippled state? ie. 1/4th the power to engines and maneuvering, as well as to rate of fire and module effectiveness.

If an engineer revives, the state of the ship will be at 50% instead of 25%. In the presense of an engineer, if a ship was prior revived by someone else, it will slowly bring them from 25% to 50% while in proximity.

 

If the revived player so wished, they could use a duplicator to attain 100% effectiveness again.

 

The revival process should be carefully chosen so as to not be overpowered. It should probably leave the ship in a vulnerable or weakened state during and shortly after bringing someone back.

 

If duplicator is not used before the end of the match, the player will need to pay for ship repairs, as well.

You have great points, but I don’t agree with “all ships can revive” point. Engi should be the only one who’s able to revive without a duplicator, but others can revive WITH a duplicator. This should make Engi ships more in-demand or whatever. :slight_smile:

 

Engis are designed to repair so they should do this fully. Other ships should not i think.

I see this like this.

CD: 5 - 10 min.

“Cast” time: Fed engi 2x duplicator revive time, Imp engi 2,5/3x duplicator revive time.

When engi is reviving it lose its shield and energy during that process and revived ship should have 30% of hull hp and 50% of shield and energy so they need to be healed in normal way. Also during reviving engi need to have drones online.

(in free space also engi should have at least 30% of its fuel and during reviving lost it and revived ship should have 25 - 30%)

Now, why its difference between fed and imp cast time.

Fed engi is fast and have less hull hp than imp. With the same cast time fed would have smaller survive chance reviving under enemy fire.

I’d say a 5 minutes cool down is good, maybe less, can be balanced in the future. And I like the idea of the engi losing its shield and energy, so it kind of giving it to the revived ship.

Exactly. Repair systems need a lot of energy and engi need to emergency recharge shield and capacitor of revived ships.

Also reduce time to overheat eclipse would be nice. :smiley:

Exactly. Repair systems need a lot of energy and engi need to emergency recharge shield and capacitor of revived ships.

Also reduce time to overheat eclipse would be nice. :smiley:

I never knew that weapon heals until you said that and I felt like “I have to check if it does or not” Lol it actually heals! Description says that and I never knew that!

We are still thinking about it, but currently it would make PVE missions far harder to balance.

We are still thinking about it, but currently it would make PVE missions far harder to balance.

Glad to hear a response from the staff! Hope you guys find a way for balancing, and we will give any ideas when we get them!