How I would do "healing lasers"

Trigger Warning: I am going to be speculating about speculating about unreleased content I know next to nothing about. ;)

Given that healing lasers are apparently going to be a thing, I would like to at least see them done in a way that both fits with the level of dedicated sci-fi I've come to expect from Elite and mitigates potential issues of long-reaching gameplay balance and exacerbating the always-present issues meta-gaming and min-maxing can present. With that in mind, here's what I would like to see:


  • New Utility Module: Recharge Node - I think something along this line, an external point on a ship for the "healing laser" to target that's able to receive incoming energy and properly direct it to the shield array, would make the whole thing plausible, in terms of sci-fi. Without something like this, the whole thing kind of reeks of "reverse the polarity!" cheesiness. Having to target the specific module would also have the added benefit of basically making the whole healing affair more of a hassle; it would require more thought and intention to use, it would would best when both ships are stable and near each other, it would be harder to use in the heat of combat, it would require some planning and a bit of a drawback on the part of the person receiving the heals, it's less "magic"-feeling than a healing insta-beam. It would basically help make it less of a silly gimmick and more of an actual sci-fi thing. You could even have the modules have the normal E to A grades, with higher grades having a higher maximum input-rate cap. This makes more technical sense than a healing free-for-all, while still allowing for multiple ships to combine their healing for greater effectiveness if depending on the modules/weapons used.
  • Recharge Laser Draws From Both SYS and WEP - In terms of existing game mechanics, I think this makes sense. It also gives more downsides to healing than just using WEP, and would help limit its strength in a potential new combat meta.
  • Recharge Via Laser Causes Excess Heat - This shouldn't be combined with a new utility module (that would be too much), but rather would be a less-desirable alternative. In this scenario, being healed would cause excess heat, same as a SCB. Again, the goal is to ensure that there's thought to its use, and downside to the receiving ship. Technically, you could kill a teammate with this, but I think the fact that it's wing only would mitigate that enough.
Anyway, that's my ideal for the things. My actual ideal would be to not have them at all. I love cooperative gameplay, and I like helping my allies but green healing lasers seems too much like space-druids for me.

For shield recharging, I would much rather see something like limpets that could take shield cells over to a targeted ship (that would have to lower its cargo scoop), then sacrifice its own limpety body to rig the cell into the shield array, at which point it would work like a normally-activated shield cell. I think the draw to this method for me is that it seem to fit the existing world far better, it's not instant and requires planning, making it a bit trickier to properly use in combat, it has a built-in limit on how often it can be used (how many limpets and shield cells the "healer" ship has), and it has downsides for both the ship healing and the ship doing the heals.

You could also do hull repairs on the same lines; limpets that grab some ore from your hold and use it to repair another (or you own) ship. That could open up whole new areas of gameplay; a reason to go to metal-rich rings and mine, new kinds of deep space rescue, a greater reason for exploration convoys, more possible loadout options for exploration ships... I would love it. :D

/heh, "trigger warning" :)
 
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I hope that shooting an NPC with one of these doesn't count as a hostile act.
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And maybe shooting a healing dose at an authority ship that you have just angered might calm him down a little and remove your wanted status.
 
I'm really curious how exactly FD pulls the healing mechanic off. I would not mind the lore reasons too much and don't think it's necessary to have things like the suggested node. When it comes down to game design I prefer the usage of the "rule of cool", i.e. I don't question the scientific possibilities behind some mechanics when the major benefit of a gameplay element is "cool" (or provides interesting alternatives like healing in this case).

I'm totally fine with a simple explanation like: normal lasers deal heat damage and healing lasers cool down the temperature a shield module has to deal with in general.
 
Just make it so the healing beam doesn't also function as an offensive beam laser vs enemies. Avoids the "how does it know the difference" question, doesn't need the "wingmen only" limitation, and offers a real trade-off: a hardpoint with a healing beam is one less hardpoint with a gun.
 
Healing laser should use same amount of wep as same size and rating beam laser and heal shields as much as normal beam laser do damage to shields

So if 1 vulture fire 2 large beam laser at ship and other vulture fire 2 large healing beams the targets shields shouldn't lose shields.

This way you can use high power weapons like rails, PAs and other new weapons to do more damage than they can heal. Also this way healer need to compromise on how much ow his dps he want to give up to gain ability to heal. So do i go full healer and can't deal damage (other than ramming) or split my wep and hard points between weapons that do damage and healing lasers.

Also remember that to heal wing mate you will most likely need to aim at them, so even if you have normal weapons that deal damage and healing lasers you can't use both same time and have to choose if you want to heal or do damage.
 
I'm really curious how exactly FD pulls the healing mechanic off.

AFAICS all evidence points to....

Modified laser equipped to ship, attack a ship it does damage, unless that ship is in your wing then "heal".

The pro of doing it this way is that you don't "waste" a weapon slot on a weapon that can't damage.

The con of doing it this way is that you *have* to be winged for it to be any use, no using it on NPCs or anything.
 
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For the first Point (as in the sci-fi explanation) you could argue, that the healing beam is emitted at a specific frequency that resonates with the frequency of the shields and therefore accelerates their recharge rate. I also agree on the other point that more incoming energy produces more heat (and that in a worse case scenario you do more damage than good)

As for the friend-foe detection, I find it totally plausible. It is already implemented (in a way) on modern military units (via signature detection)
But I too don't like the idea of "healing" and would rather have a dedicated "Healing Laser" that would cost you a hardpoint and do only shield regeneration (not discriminating between friend/foe/npc)
 
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Hmm... I'm not sure about this...

So, you go in to try to heal a wingmate, and end up making yourself vulnerable too. I can see griefers damaging a ship, then waiting until the wingmate comes to heal, then killing both...

Perhaps we will get to be able to capture and repair ships next?
 
For the first Point (as in the sci-fi explanation) you could argue, that the healing beam is emitted at a specific frequency that resonates with the frequency of the shields and therefore accelerates their recharge rate. I also agree on the other point that more incoming energy produces more heat (and that in a worse case scenario you do more damage than good)

As for the friend-foe detection, I find it totally plausible. It is already implemented (in a way) on modern military units (via signature detection)
But I too don't like the idea of "healing" and would rather have a dedicated "Healing Laser" that would cost you a hardpoint and do only shield regeneration (not discriminating between friend/foe/npc)

The IFF aspect is entirely plausible, but I dislike how... I dunno, "gamey" or "dumbed-down" it feels. I also dislike the instant-hit nature of laser healing. Healing a teammate, in any game, is very powerful, and ideally there should be a way to stop it (other than nuke the healer). It seems seem to pull Elite in a far more "game" direction than "sim". I know there needs to be a balance between the two, and it's fair enough to people who think this doesn't tip it too far, but for me, that's not the case.
 
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