Veterinarian civ role

Thats a good one
In my view adding another medic class doesnt have sense.
Medics duty Is to heal players no matter if they are criminals or cops, also in real Life medics have the duty to take care of criminals.
A good way Is:
Medics cant offer their services to a wanted player if a Cop Is nearby (50/100 meters).
sixstars. wrote:
In my view adding another medic class doesnt have sense.
Medics duty Is to heal players no matter if they are criminals or cops, also in real Life medics have the duty to take care of criminals.
A good way Is:
Medics cant offer their services to a wanted player if a Cop Is nearby (50/100 meters).

Yeah that's the short-term plan, but adding a job specifically for healing criminals might be good.
They could also supply some sort of drug to give criminals an edge, sort of like 'super armour'. Of course you'd need a cop equivalent to make it balanced.
Agree for that but wouldnt it be too broken? Criminals will be able to camp ammunitions infinitely like in the Come-A-Lot ammunition criminals camp because they have highground and only one way to reach them ( excluding rustlers and sea-sparrows ) if they have medical crims or the Vets they will be hard campers like on the major reasons they die afterwards is that they are waiting for their flares and then cops arrive and kill them if they have Vets they can just go in ammunition come back and get heal from the Vet

One thing to balance it can be:-

  • Vets can only heal the same player once every 5-15 mins.




Might be a little bit better with this nerf ig?
There would have to be strong considerations of balance and fairness.
Mike wrote:
There would have to be strong considerations of balance and fairness.

Add a cooldown, make vets only able to heal with medkits to other players and make them able to carry 6 medkits