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so its TOTALY needed for my part
1. Name it "Resuscitate" or similar synoym.
2. Field Medic has to be adjacent to revivee. Means the Medic is more likely to be exposed to risk of enemy fire during revival, unlike the Specialist, or has to drag the unconscious comrade away from the engagement zone for safer revival. This fits the concept of a close support character for the squad.
3. Resusitate also adds more health to the recipient upon use. Fits the motif of deeper single-target healing that the Field Medic has, in contrast to the Specialist's wider whole-squad healing. Amount of healing increases if Nanomedikit is equipped rather than a normal Medikit.
4. Reduces wound recovery time by 25%, upgradeable with a perk to 50%.
Points three and four could be either / or. Reduced wound recovery time for everyone that gets injured in a mission with a Field Medic still alive at the end of it could instead be something that the class receives as its own ability, offering a compelling incentive to bring one along.
Specialist: Long range healing, hacking ability, has to dedicate to healing (at least in medical protocol), solid base buff in aid protocol, okay fire support.
Field Medic: Base healing ability (at squadie), close range healer, excellent mobility allowing for great damage in the form of shotguns, a lot of squad support skills.
So if we call them equal in terms of healing with risk of close range healing being complimented by better damage potential.
Now Revival Protocol is balanced against Haywire protocol, which is a very hard choice to make. Design wise it is typically better not to just lump everything about one class into another, its always better to have competition and right now I see them as being very competive in the healer role. That said I have never felt the need for Revival protocol, so I do not see it being a necessity for another class.
Seems like the best way of not overlapping would be to code the squadie medikit heal special for the field medic to allow for a charge of the medikit to bring someone out of unconsciousness. I for one like the current skill trees, lots of compelling choices, but it certainly does not need a buff on top of getting revival ability.
Also, I will attempt to add an effect to First Aid: Heal that reduces/removes Wounds time to healed allies ( no clue how hard this one will be, gotta experiment )