Thanks for all the feedback guys its all good stuff. I've made a couple of changes to my original post. Some of you may like the changes others not so much. Lets see what we get from here. 
Yeah, fill with dead teammate's bloodEdit: I have an idea. A little restructure: Maybe the Medic could buy the empty vial (up to two or three) with syringe and can fill it by right clicking(?). Problem of "sup with the other perks?" solved.
Edit: I have an idea. A little restructure: Maybe the Medic could buy the empty vial (up to two or three) with syringe and can fill it by right clicking(?). Problem of "sup with the other perks?" solved.
Who needs vials? The ones who fear trapping. For example,demo,SS.
This would be a good addition, actually taking samples from maybe your team mates at a cost of health? Problem is, we are then straying away from the simplicity of the original idea. And in all honesty, I like simple. Then again, its not just my game so it comes down to the majority.
I disagree with replacing grenades. This will make vials a terrible option for Non-medics since they can't carry grenades with them.
Who needs vials? The ones who fear trapping. For example,demo,SS.
SS is okay without grenades,but demo? Without grenades is HORRABLE.Suck it off.
Sorry, you must have misread. The vials would not replace the grenades for any other perk other than the medic.I understand that the grenades are a valuable weapon in-game. It would be crazy to take them out
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- Each perk can buy empty vials, up to 4
- Medic gets discount on vials
- Vials should have some weight.
- Empty vial should filled with your own blood, which decreases player's max health by 50 (if used off-perked)
- Max health can restored (healed) only at the end of the wave, if blood vial is used.
- Medic can use his syringe more proper than other perks, so he doesn't loose so much health. Each medic perk level makes loose 5hp less. Level 6 medic loose only 20hp on filling vial. So he theoretically can fill 4 vials if he's OK with surviving the wave with only 20hp remaining.
- It's not necessary to fill the vial immediately after purchase. It can be done in the middle of the wave, but should require some time, let's say - 5 seconds.
- Due to drawbacks I described about, blood effect could last more time - maybe 10 seconds, giving team time to retreat/heal/realod.
- Explosives or fire should immediately end blood effect.
- Vial broken on specimen should cause all other trash zeds to attack him. Same with teammates - maybe then they learn the lesson to don't break line of fire.
How about this enhancement with Skalli's idea:
- Each perk can buy empty vials, up to 4
- Medic gets discount on vials
- Vials should have some weight.
- Empty vial should filled with your own blood, which decreases player's max health by 50 (if used off-perked)
- Max health can restored (healed) only at the end of the wave, if blood vial is used.
- Medic can use his syringe more proper than other perks, so he doesn't loose so much health. Each medic perk level makes loose 5hp less. Level 6 medic loose only 20hp on filling vial. So he theoretically can fill 4 vials if he's OK with surviving the wave with only 20hp remaining.
- It's not necessary to fill the vial immediately after purchase. It can be done in the middle of the wave, but should require some time, let's say - 5 seconds.
- Due to drawbacks I described about, blood effect could last more time - maybe 10 seconds, giving team time to retreat/heal/realod.
- Explosives or fire should immediately end blood effect.
- Vial broken on specimen should cause all other trash zeds to attack him. Same with teammates - maybe then they learn the lesson to don't break line of fire.
It isn't complicated it's just balancing.That's too complicated. Just buy filled vials and throw them.
The magnet effect on target is good job and interesting-Toss it at patty and enjoy the show.
How about this enhancement with Skalli's idea:
- Each perk can buy empty vials, up to 4
- Medic gets discount on vials
- Vials should have some weight.
- Empty vial should filled with your own blood, which decreases player's max health by 50 (if used off-perked)
- Max health can restored (healed) only at the end of the wave, if blood vial is used.
- Medic can use his syringe more proper than other perks, so he doesn't loose so much health. Each medic perk level makes loose 5hp less. Level 6 medic loose only 20hp on filling vial. So he theoretically can fill 4 vials if he's OK with surviving the wave with only 20hp remaining.
- It's not necessary to fill the vial immediately after purchase. It can be done in the middle of the wave, but should require some time, let's say - 5 seconds.
- Due to drawbacks I described about, blood effect could last more time - maybe 10 seconds, giving team time to retreat/heal/realod.
- Vial broken on specimen should cause all other trash zeds to attack him. Same with teammates - maybe then they learn the lesson to don't break line of fire.
[*]Explosives or fire should immediately end blood effect.[/LIST]
That's too complicated. Just buy filled vials and throw them.
The magnet effect on target is good job and interesting-Toss it at patty and enjoy the show.
Maybe the time during the effect could be variable based on the diffculty (Beginner: 8 seconds, Normal: 7, Hard: 6, Suicidal + HoE: 5 seconds)- and 5 sec is enough to fill my m32/shotgun and can put another bullet storm down range.
If Level 6 Medic fills all 4 vials, he will remains with only 20hp without ability to be healed until the end of the wave. So it's a fair trade imo. Even more, I think medic will use 3-rd vial only as emergency, because it drops his max health down to 40hp only. Survive with 60hp (2 vials filled) sounds good, counting speed bonus and better armor.1. I think 3 are enough.
Trader time should count to the next wave.4. And the health is only healable after finishing wave? What's up if you fill your vials while trader time?.
Maybe the time during the effect could be variable based on the diffculty (Beginner: 8 seconds, Easy: 7, Normal + Hard: 6, Suicidal + HoE: 5 seconds)
Edit: Is there any "Easy" difficulty? I'm at work and don't know. xD
KF is a complicated game buy itself. If you don't like complicity, then you should play L4D.