Bio Engineer Archive

Thread: Top 5 Issues

Jagii
Fri Dec 17, 2004 5:30 pm
#92

Just a few thoughts for consideration.

- DAMAGE BEACON:
Perhaps this can be a droid function? Perhaps you can set a droid to highlight players that are at 15% or lower on a pool, or are taking damage at a rate such that they'd be dead in less than 30 seconds, or something. I'm guessing the beacon visual too look like a holoemote or one of those entertainer flashes or something. Something simple like a colored drop shadow would be sufficient too, and not too taxing on the computer or eyes.

- GROUPS:
As a medic, I rely on the group display to inform me about the health of my groupmates, but the size of the display is often too large, especially in large groups. It would be great to have a more minimalistic look for group members' HAM bars, states, and location. Some ideas to clean it up and make it more convenient:
First name only
Make HAM bars thinner, or stack them, or show only the bar with the lowest amount/percentage of pool points (I'm assuming that the mind bar will no longer need special attention after the combat revamp)
Allow changing the order of the group members (for those of us who rely on the CTRL+# system of targeting)
Target/cycle group member(s) key
Allow for a smaller minimal size

- NON-MEDICS DIAGNOSING WOUNDS:
This always kind of bothered me. How is a guy supposed to know how badly he's injured if he has no medical training? Alright, I can understand how a fighter would have a good idea about damage (not wounds), and maybe Teras Kasi students should to be very "in-touch" with themselves and therefore can survey their own wounds very well, but for the rest of the population, it's like, "Oh, because my tricorder said so." (please excuse my Star Trek reference) Sure, I think a non-medic should have some idea of how badly he's wounded (the black bars in the character sheet come to mind), but probably shouldn't have the numerical precision that a medic would have.

I have similar qualms about non-crafters being able to discern resource quality. But I guess that doesn't really belong here.

- NO WAY AROUND BATTLE FATIGUE:
Is it just me, or does it sound absolutely ridiculous to send away a horribly wounded patient to the cantina just because he/she has massive battle fatigue? Perhaps there should be a temporary way to lessen the effects of battle fatigue? You could probably hide it under the guise of anesthesia or something. Say I'm a master doctor, and with my abilities, I can reduce the effective battle fatigue of a patient by 85% for 1 minute or so. Of course, sufficient penalties must be put in place on the patient and doctor to prevent abuse. I'm guessing a plain-old medic should have none or minimal skill with this procedure.

- ADVANCED DIAGNOSIS:
I primarily thought about this to help out newer medics.
Maybe we could have something like the "aim" skill, which would allow a chance for the the impending damage/wound/poison/disease/state heal to twice as effectice?
OR, upon diagnosis, you randomly get a message stating that your tricorder has pinpointed the problem and that using /tendwound on this specific stat would be especially effective. (This would be most analagous to an artisan sampling and locating a particularly dense reserve of the resource.) Since new medics can't make any decent meds, they rely on /tendwound, and /tendwound uses so much mind anyway, it wouldn't be a big sacrifice to them. This notice could get pretty annoying when you've become an accomplished medic though.

- MEDIC APPRECIATION: WOUNDS AND SKILL MODS
I think one effective way to get players to appreciate (and therefore /tip) medics more is to tie wounds to skill mods. Just for example, say quickness wounds adversely affect dodge, and focus wounds adversely affect your aim.

Nothing game breaking here, but I think these issues (except "advanced diagnosis") deserve some slight attention.

= Andrew
Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Terv
Fri Jul 15, 2005 12:57 am
#93


Getting medical XP is harder than any other Xp in the game


Why exactly is this? If I shoot at all on an enemy I do too much dmg and get the XP cut, aswell as 9/10 time getting the agro on me, The animal/npc's swarm far too much using bacta spray aswell, it's a slight bit better than before but...still horrid.


I can't find any groups that I can grind with, because everyone is a freakin jedi and they deal NO dmg.


I've already mastered Combat medic and then changed my template, but grinding back up seems harder now than before and the XP per box is far far too high.




-TERV-
Terv Co. 12pt Weaponsmith
Elder Master Smuggler
Wp 2002 -6380
Dant. Agro Outpost


da-bro
Sat Aug 13, 2005 7:11 pm
#94

Novice Medic needs basic Wound Heal. Novice Doctor Should get Improved and Master Doctor get Advanced. Its like looking for the moisture farmer trying to find someone to heal your wounds.



Jocelynn [SFR]
Sunfall Rebels Helperbear
Jocelynn - Elder Jedi & Rebel Ace Pilot
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