Combat Medic Archive
Thread: Future concerns about skill enhancements Non Cms using ranged stims
What we need is a /healrangeddamage command?
Why you may ask? simple....
Right now Ranged stims use /healdamage to use stims correct?
So basically the only thing keeping other medics from using ranged stims and aoe stims is?! That's right CM med use requirements....
Now if skill enhancements are repaired and start to give working bonuses...whats to stop novice meds from getting CM med use skill enhancements to get the ability to use CM stims. Dots do not have this issue since you need to train CM in order to get /appypoison and /applydisease.
This is a major possible exploit that i forsee coming if skill enchancements by BEs are repaired and go live...This also leads to the large question of the effects of skill enhancements on the medic professions in general...
The medic professions are unique compared to the other classes in that we dont get certs for usingour stims. Unlikecombat classes thatget weapon certs to get access to higher and better guns,the abilityto use higher level packs and thus ultimately heal betteris granted by a skill. A skill whichcan ultimately be enhanced...so can we expect to see novice medics using stim Cs and Ds? or novice doctors using EnhanceCs andDs and maybe doctors with only 2 boxes in med knowledge using Es?Problem?Comments? Good?Bad? What do u guys think?!
On a basic stimpak level, I don't really mind that players are more easily able to squeeze into stim c's and d's. If anything, this would create a bigger marker for us to sell our goods. However, I'm for making ranged healing a special skill seperate from healwound.
Elenora wrote:
this doesnt bother anyone?
Slightly bothers me, yes. However, I don't see a doctor or other class being able to get nearly enough points in CM via enhancements to cast the higher level ranged stims. Ranged stim a's are rather useless. So if they want to use those, all the power to them. They still will not be as effective as a full fledged CM.
AOE stim A is pretty low CM use....
what pisses me off is they can do it with out the 6 skills points for novice CM...
for a CM to get access to any of the doctor skills requires treatment or speed 2....
Eh, that's not so bad... the healrangeddamage idea... but honestly I'd rather have it let me use the same command for ranged and close and for myself. Now if ranged stims are fixed so that you can use the command and have it work under 7 m andbe able to healyourself, that's a different story. I'd rather have it work this way anyways... since my ranged stims are always going to be better than my regular ones.
This issue can be paralled to Creature Handlers argument about non-CHs being able to use already trained pets. If that didn't set them off enough, someone found out that non-CHs can attain and use pets that are higher lvl then what a person with only Novice CH can use........ Even though the pets a non-CH can use are low, they are still higher then what a Novice can use regardless of what a Master CH passes down to people who climbed to get the CH Novice ability.
Both the CH issue and our lingering ranged healing issue stems from the fact that the same restrictions are not being placed on people without a novice skill as opposed to the people who actually have the novice skill.
I do have a concern about this Elenora, however, the reason why I have not posted about it was that you had already said almost the exact same thing I would have. So I felt....... whats the point in reiterating an already good statement.
Hmm... interesting... a master medic throwing ranged stims.
I don't like the idea of a seperate command, I've got /healdamage on a hotkey and it works just fine at selecting the pack I need. Last thing I need is trying to squeeze another key in for a rangedhealdamage command.
Our ranged heals are what make us special. I have serious doubts that poisons or disease will be improved to the point where they are any kind of cause for notice, except maybe exploits. So do I really want to see every Tom, **edit**, and Harry throwing ranged stims? /shrug
On the other hand, it would give us more of a retail outlet for our stuff, and that's can't be all bad. Don't know how hard it might be to convince most combat medics to not sell above a ranged B stim or something though.
Interesting question.. and one worthy of much thought. Maybe there should be certs added for ranged and AE stims, put'em on the combat med support branch. Without the appropiate level of Combat Med Support (which gives the Combat Med Use skill) you can have all the skill you want but still can't throw the packs.
I want about 40 points worth of med experimenting skill, so I don't have to go beg doctors to make schematics for me, or for them to add medicine assembly/experimentation to our support branch.
I don't think this would be as much of an issue if there was item decay on clothing. That would make tailors happy to, cause then maybe they could have return customers.
Of course I would be very sad as tailors cannot make anything as orange as my pants ![]()
dunno if i want people tossing around C level packs with ranged distance 2...
or have people dropping AOE heal As and Bs. or even using ranged stims...
if thats how its gonna be crap ill just quit being a CM pick up pistoleer and spam stopping shot...
money is one thing but would u want people running around with lightning cannons, or rocket lauchers just cuz they got a tape on thier clothes? why do weapons have certs on them? to protect the uniqueness of the class...so why not a cert for ranged stims...for that mater then why not make /survey and /sample not a skill and just something u get from tapes...
and i realy dont think ull make money on ranged stims...sooner or later the market will flood and it will be less of a benefit then something that makes u sit there and thing...why didnt i become a pistoleer/doctor