Combat Medic Archive
Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks.
A - (justG) There are 2 things we want to fix to counter CM's... inoculations and Area Heals. They are in the works.
- How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- And finally... Why should WE get any of it over Docs?
Reaperss, Acidictadpole, PsionicHawk: Please feel free to edit yourcurrent posts to answer the questions posed. Sorry for thesudden edit.
Message Edited by vortexala on 07-15-2004 08:26 PM
- How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?
If we get stuck with Innoculations I think they should be implemented as follows:
Doc can craft,both Doc and CM can use them at master. They should be very complicated and include an actual poison or disease of the correct type in the final product. They should not be full proof, but provide a 15-30% chance to resist and reduce the damage 20-40%. They should last anywhere from 20-40 minutes. Mind heals would be a better solution....
How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
Area cures should be ours, just like area stims. they can use the same a/b/c/d system and put them in the same boxes.
- And finally... Why should WE get any of it over Docs?
Because we are the COMBAT medics. Our support role is to keep our side alive during battle. The Doc's role is before and after the battle, not during.
Message Edited by Reaperss on 07-16-2004 12:04 PM
Its putting more dependancy on doctors though, which im not sure how that will impact the game. Doctors are probably the most relied on profession in the game at the moment.
1. How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
The componants that make most sense are the dispersial mechanism, chemical release controller, biological effect controller, and resilence compound. I'm hesistant about BEC's because of (relativly speaking) easy to acquire Janta Blood. I don't care too much about the number of resources required for the thing itself, let the devs figure it out.
There are a couple ways I see to implement this. First way would be a "buff-like" effect. When you get hit with a poison or disease it would subtract from the total level of the innoculation (example a 300 pack thrown by a master CM would be 600 tick damage. The inncoluation was for 1500. The posion pack would be totally negated and the innoculation would have 900 left. If thrown again it would have 300, and if thrown again the poison would start ticking at 300).
A second way, probably the easiest to do in terms of programming, would be to add a resistance modifier to the person that would stack with items and chef foods.
A third way would be to add a damage modifier to the innoculation.
Any of these could be satisfactory as long as they don't go overboard with them. (drastic examples that most CMs could agree with, 75% damage reduction is too much, 70% resistance is too much (esp if it can be stacked with chef foods), 5000 "tick prevention" is too much)
The duration should be between 15-30 min depending on expiramentation and resources.
However I want a tradeoff to come with this. To simply illistrate a point (not saying this would have to be the tradeoff, although itcould be) if you get an innoculation you can't get buffed.Ihate, for example,people suggesting that there be a poison layer that can be put into composite helms.
2. How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration (there would be none) ?)
We get the area cures. Heck if you want to discourage dabbling put the ability in the 4th tier crafting line. Componants used, Biological Effect Controller, Dispersial Mechanism, Chemical Release Controller (this makes the most sense to me). However if the BEC is left out due to Janta Blood issues I could understand.
I would say make this more or less equivilent to a Cure Poison/Diease A pack.
If doctors get this area cure I want state cures. It's that simple.
3. And finally... Why should WE get any of it over Docs?
Message Edited by PsionicHawk on 07-15-2004 11:31 PM
Message Edited by PsionicHawk on 07-16-2004 12:26 AM
PsionicHawk wrote:
Are we getting the area cures? If doctors get area cures I want state cures, it's that simple.
Not sure who is getting the cures, but I want to be prepared just in case.
Alsois innoculations is resistance? Pure immunity? Any side effects/tradeoffs?
Again, not sure.
Past ideas have been to have them be similar to Doc Stat Enhancements(buffs), a percentage based immunity to landing a poison/disease on a person, pure immunity for a set timeframe, etc. That's why I want ideas of how it should be implemented
Sic em (the Devs) Tex. Go rattle their cage a bit (alot).
I'll do what I can
Message Edited by PsionicHawk on 07-15-2004 11:31 PM
vortexala wrote:
Q - is there any chance of making diseases and poisions so that they do not cause as much damage, were it is at now if you run into a cm your dead plain and simple
A - (justG) There are 2 things we want to fix to counter CM's... inoculations and Area Heals. They are in the works.
Alright folks, this was a question and an answer given during the DevChat on July 15th.
Innoculations and Area Cures are something we've all thought about and discussed a lot in the past. I know a lot of us think any Area Cure should go to us(as the Ranged/Area healing specialists) and that we also want a piece of the action regarding the Innoculations.
So, if the devs ask why we should get it and not Docs, I want to give them a mountain of a response. I can do that on my own, but it would mean a lot more coming from the Combat Medic Community as a whole.
So, with that in mind...
- How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- And finally... Why should WE get any of it over Docs?
Reaperss, Acidictadpole, PsionicHawk: Please feel free to edit yourcurrent posts to answer the questions posed. Sorry for thesudden edit.
Message Edited by vortexala on 07-15-2004 08:26 PM
Well, I believe Doctors should have the area cures. Combat medics dish out the poison and disease, doctors cure it.
Heru Kamau
MCM/MD
I think to make Combat medics have a purpose outside of the throwing ofpoisons and disease we should be inoculating People. A Huge complaint by people is that Cpmbat medics ignore the Medic Part. In real Life when you are dealing with deadly diseases are everything its a specialist who deals with it. As Combat medics are the Specialists creating these Posions and Diseases we should be the ones who have the special innoculation to it. This will Allow Combat medics to have more of a Medic side as well besides just death and destruction.
Resources Wise i would say maybe the exact same components as a Disease or Poison. Afterall Innoculations are simply a live cersion of what your preventing against. But have some system where its a shot instead of a thrown bomb of death. It should be something that Requires Master Combat medic. We have too many Dabblers as it is without letting any dabbler who wants it to get it. Its not fairfor those of us who are masters to get shafted for dabblers.
2.How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
Again i see this is a Combat Medics role. Doctors have the Basic Heals for Poison and Disease. Just as they Craft the Standard Stimpacks and Comnbat Medics make the Ranged and Area versions. Thus we should have the area Cure Poison/Diseases as area/ranged heals etc are Combat medic oriented and again give combat medic a use in the medic portion of thier role. and again Master Combat Medic to thwart dabblers!!!
3.And finally... Why should WE get any of it over Docs
We should be getting this to add more purpose to the Combat Medic. SO many people Complain that all we are is bringers of death and we arent supposed to be. While I dont fully agree with the arguement this will Give COmbat medics a role outside of just being the bringer of death. We will be a very viable and needed profession for more then just our ability to poison and disease. We will be wanted for our ability to counteract the Enemies Combat Medics.
vortexala wrote:
Q - is there any chance of making diseases and poisions so that they do not cause as much damage, were it is at now if you run into a cm your dead plain and simple
A - (justG) There are 2 things we want to fix to counter CM's... inoculations and Area Heals. They are in the works.
Alright folks, this was a question and an answer given during the DevChat on July 15th.
Innoculations and Area Cures are something we've all thought about and discussed a lot in the past. I know a lot of us think any Area Cure should go to us(as the Ranged/Area healing specialists) and that we also want a piece of the action regarding the Innoculations.
So, if the devs ask why we should get it and not Docs, I want to give them a mountain of a response. I can do that on my own, but it would mean a lot more coming from the Combat Medic Community as a whole.
So, with that in mind...
- How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?) Like a stim but different resources. Infection amplifier in place of the ABEC, ACRDM, and instead of a liquid suspension go with an ASDS. Organic and inorganic should be a chemical or gas and a "plant" type of resource. Reasons- like modern innoculations we use very weak diseases/poisons to make a base that our own systems can contend with and then adjust by making anti-bodies tuned to these hence the infection amplifiers. ACRDM for charges but the ASDS instead of a liquid suspension since this isn't an injury heal but more like a last "buff". Like otherbuff or real life components you have a chemical base either solid or liquid that is used to help dissolve the chemical into your system (some can argue a liquid suspension but there's a difference). Then of course the "plant" resource for a natural "curative" base but really to add the organic part needed. Make these of varying qualities such as innoculation A,B,C's of various powers. If the effectiveness of a poison is better the innoculation doesn't work. If it is weaker it is resisted. Personally I'd like to see it arranged like synthsteak with a certain number of "resists" per each innoculation with the higher the pack the more "resists" per application. I mean you can be innoculated against certain diseases but if you keep getting sprayed in the face over and over not even the most potent innoculation will work.
- How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?) Just like a regular poison cure but with a ADM instead of a ACRDM. Why would there need to be that big of a change. Combat Medics should craft it. If it uses our components then our 10 points should go into making it. Some of the subcomponents will still have to be craftedby doctors to the fullest power though.
- And finally... Why should WE get any of it over Docs? Doctors already have a single target cure just like they have single target heals. Combat Medics have ranged and area cures and therefore it is there domain. Doctors will still be busy enough suppressing fire, curing states, and reviving. This will also put more emphasis on a COMBAT medic being needed for COMBAT healing instead of just our poisons.
Reaperss, Acidictadpole, PsionicHawk: Please feel free to edit yourcurrent posts to answer the questions posed. Sorry for thesudden edit.
Message Edited by vortexala on 07-15-2004 08:26 PM
In this way Doctors will still play a role in poison and disease suppresion but only a passive role since we will be using doctor crafted components. Yes I dont like the idea either but unless extra schematics are implemented the current subcomponents are strictly for making poisons and diseases. My ideas above use some of our subcomponents and hopefully will cause the devs or whoever controls the coding to increase the spawn rate of our resources as there will be a real need for them.Area cures in the hands of a Combat Medic means we'll be sought after for more than just poisoning. This means a Combat Medic can effectively counter another Combat Medic. If enough poison is spammed and blasts past the innoculations uses or late comers didn't get innoculations the area cures would still be able to handle it. Now real tactics would have to be employed to keep combat medics alive or to take out your opponents CM's. If a CM goes down the doctor has to take over the responsibility until revived.
How this will affect the current Combat Medic community is unknown. With the ability to cure poison and disease past out to another class and the ability to innoculate FoTM dabblers will no longer want to be "one tree" wonders anymore and being a Master would once again have a real meaning.
Now before you begin to tear this apart keep in mind (no pun intended) that come the revamp the MIND pool will be healable and equal (in theory) to the Health and Action bars meaning that poison/disease will already be mitigated by buffs and the healing ability. That alone gives it a balance AND takes off alot of the concern for DoT's. Innoculations and area cures take care of the rest of the issues.
Message Edited by Brainplay on 07-16-2004 05:29 AM
I think Doctors should get the innoculations. They should require the Resilience Compound at least (giving us resilience against poisons/diseases--plus the potency of the RC can have a huge impact on the innoculation). Innoculations should be Master Doctor only--it's a very powerful ability.
As far as area cures go...I haven't decided. I'm against Doctors getting anything area or ranged without taking up the Ranged Weapon Support tree. However, I do see the problem in making CMs the "Queen" of the proverbial PvP Chessboard.
Of course...since CMs are the first target anyway....
I do think that area cures should be weaker than the current cures. Maybe not enough to completely heal in one application, but enough to take the edge off.