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I'm pretty sure using a med script while on cooldown gives admins a notification.
Plus, being able to use more than one med script over the course of 15 minutes would probably be beneficial for medRP that's not in the midst of S2K.
The point is that it helps you, the player, keep track of it appropriately by giving you a timer based on your last medscript.Then what's the point in the cooldown timer if you can just use it, it's meant to be there to mitigate admins having to monitor people using more than one script and armor in 15 minute period. If youre a medic, you can just keep using scripts one on each person you do every 15 minutes, but atm, the timer is pointless.
The point is that it helps you, the player, keep track of it appropriately by giving you a timer based on your last medscript.
The cooldown doesn't restrict it for what I imagine to be various reasons since, for example, when in base the cooldown doesn't apply anymore.
The only potential 'bug' I know of is that when a medic applies a medical script (to both themselves or others) it does 15 minute timer when rule-wise it should be 10 minutes. Though just telling the person you're a medic and 10m is fine works aswell.
It is more or so rooted in the fact that people applied armour and medical items too quickly unaware of the fact they were breaking the cooldown timer for it. The system is supposed to be a deterrent for that behavior rather than preventive in nature.Again, the Timer is redundant then, no? I thought the whole point was for it to enforce the rule about being able to using scripts, a great compromise to make this work is to give those with Med flags 10 min cooldowns and those without 15, I may be failing to see the point in the timer here but I always thought it was there to just prevent people overly abusing healing.
It is more or so rooted in the fact that people applied armour and medical items too quickly unaware of the fact they were breaking the cooldown timer for it. The system is supposed to be a deterrent for that behavior rather than preventive in nature.
Furthermore, it reassures the staff team that anyone applying more scripts than permitted is doing it maliciously rather than accidentally since they are given a warning about over-usage.
During combat?I've used like 5 scripts consecutively, there was no warning, so again...
During combat?
Again, the Timer is redundant then, no? I thought the whole point was for it to enforce the rule about being able to using scripts, a great compromise to make this work is to give those with Med flags 10 min cooldowns and those without 15, I may be failing to see the point in the timer here but I always thought it was there to just prevent people overly abusing healing.
the point of the timer is not to prevent you from using medical scripts. the system was made so that we can look at prior engagements and make sure no one is abusing the medical scripts. implementing a combat prevention system would be clunky and frankly pose more problems than benefitsI've used like 5 scripts consecutively, there was no warning, so again... I always thought the system was in place as a preventative, much like how Item transfers work as a preventative measure and stop that rule break.
the point of the timer is not to prevent you from using medical scripts. the system was made so that we can look at prior engagements and make sure no one is abusing the medical scripts. implementing a combat prevention system would be clunky and frankly pose more problems than benefits
the timer is there, like pyromaniac said, to keep track for you. it's an aid, not a preventive measure
Let me explain the system for you in full.Nope, just damaged myself after discovering this and used like 5 FAK's consecutively, does it come up if you've taken damage from another player ?
Let me explain the system for you in full.
The server has various surrounding combat, gameplay or RP that are useful to read through here.
These server rules work through a sort of honour system, everyone agrees to play by the rules when they connect to the server, make a character and leave spawn. When these rules are broken the staff team can decide to apply punishment for it depending on the severity of the transgression or the history of transgressions the player has.
Creating a system to enforce every rule automatically is both tiring and redundant since most rules depend on circumstances that are difficult to assess through a coded system. What does work however is a logging feature which saves every player action, every message said, command used, an item used or even bullet fired along with a timestamp.
This logging system can aid the staff team in deciding when rule breaks happened.
Now, the medical items and their usage are detailed in the rules. This 15 minute timer applies primarily during combat and can be circumvented for another Med-NLR timer if you return to your base (allowing you to recover back to full and redeploy in 10-15 minutes).
If this timer is violated, it sends a unique log message into the logging system allowing a human staff member to assess the situation with the evidence provided and decide to do something or not if it is neccessary.