Combat Medic Archive

Thread: Poison and Disease

Zuru
Wed Jan 07, 2004 8:03 am
#1

Hi guys,


It may be that someone else has put a similiar definition to the following, but I have sat here mulling over the concerns that people have had on CM AOE Poisons and Diseases and finally decided to position myself in the following camp.


Diseases are well known in the real work in which we live, the work in many ways, from direct contact through to airborne pathogens. To put this into the context of a Combat medic, It would be more than feasible to expect that an AOE disease could permeate well into a base, in fact wherever there is air flow.


Also it would be possible to contract disease by being in close proximity to those who already have the disease, therefore, diseased personnel running into such a base would carry a good chance of passing the disease onto someone else.


I realise that we are talking real life V game mechanics, but it is not really that improbable that a disease would effect the interior of a base in all directions, although not directly and with the ferocity that would be received by the original target.


Poisons also can be carried through the air, they, like disease, are well known, especially in a gaseous format, to be able to spread widely into densely populated areas by means of air flow etc..


Recent real life events show us how Sarin was used in such an environment. Poisons and Disease shouldhave, and in real life do have, the ability to move into such areas.


Although I do accept that people find it hard to agree that such things have a position in the game, we do see current real world models of many other situations and functions within SWG. This being the case it would be rather strange to remove one set of real life occurances or models because of the unfounded accusations from those who unfortunately are at the receiving end of our skills.


I would suggest that we move to refine and define our poisons and disease types even further than they are. It would be useful to have Gas (Poisons) and Airborne (Diseases) as a couple of the type that we could use.


These in turn should have countereffective equiptment, the gas mask obviously comes to mind, along with the current poison and disease cures currently within the doctors medical chest.


Another item to develop would be the CM and Doctor "Cure" areas. It might be sensible to add a Cure AOE at Master level which can be used within a pre-defined area as a high cost Mind skill draining directly from the mind pool. Alternatively, it could be put in place as AOE Cures which would be subject to the crafting skill tree with regard to potency, range etc.. along with the normal crafting limitations based on component quality.


Ah well, it may be a bit of a ramble on, but I wanted to post it, so thank you.


Glam


<Ronin>

Zuru
Wed Jan 07, 2004 2:13 pm
#2

wow, not one post, not even a flame, lol


Glam

Zarlor
Wed Jan 07, 2004 2:15 pm
#3

Sounds good to me, actually.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DilowBee
Fri Jan 09, 2004 2:55 pm
#4

Ya man, choice gas mask or helmet. Wear gas mask cant be diseased/poisoned depending on the mask you wear, but still can have your head severed at the neck by Adv strafe because your to stupid to wear a helmet.


And as a CM/no doc i can even agree with the AOE cures, why not.


I have no problems with these at all, they should be added.




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Xytroncore
Sat Jan 10, 2004 12:20 am
#5






DilowBee wrote:

Ya man, choice gas mask or helmet. Wear gas mask cant be diseased/poisoned depending on the mask you wear, but still can have your head severed at the neck by Adv strafe because your to stupid to wear a helmet.


And as a CM/no doc i can even agree with the AOE cures, why not.


I have no problems with these at all, they should be added.







Can't be poisoned at all? That's a big blow to combat medics, nothing can stop ranged/melee attacks 100%, why should someone be able to stop our only attack completely?


And AOE poison/disease heals should be given to master combat medics, we are the area healers, not doctors, they get their single use stuff.




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Manimal : Gunslinger
DilowBee
Sat Jan 10, 2004 6:38 am
#6

Okay ya of corse not 100 percent man. But think about it, you think anyone going to give up a good helmet in PvP over a mask?





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Jakobo
Sat Jan 10, 2004 10:16 am
#7






DilowBee wrote:

Okay ya of corse not 100 percent man. But think about it, you think anyone going to give up a good helmet in PvP over a mask?







In all honesty why shouldn't they? If you hotkey both the helmet and mask you could switch back and forth rather easily. It'd be up to them to figure out how to use each one and when.
Xytroncore
Sat Jan 10, 2004 12:52 pm
#8






DilowBee wrote:

Okay ya of corse not 100 percent man. But think about it, you think anyone going to give up a good helmet in PvP over a mask?







Ya, why shouldn't they wear the gasmask all the time if they had one? Unless you have an amazing stun resist helmet all the head shot are going to go straight though your armor anyways, why not just not bother wearing the helmet and wear this thing? I'd say this is is a sort of good idea, but there would have to be a big encumbrance to wearing it. Now if they nerf the jawa ion rifle a bit then people would probably have a better chance wearing their normal helmets, but as it stands now the jawa ion rifle just rules too much to even bother wearing a normal helmet most of the time.



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Manimal : Gunslinger
NoodleSlayer
Sat Jan 10, 2004 1:05 pm
#9

If I remember right there's been a number of cases where because a civilization was walled off they were more prone to disease, Ancient Athens is the first one that comes to mind.

Why a disease or poison would stop just cause it hits an open wall is beyond me, but I can agree with counter-disease and poisons, but as such in real life too there should be some way for players to prevent disease or reduce its severity.

Of course with all of this CMs will be needing more damage.



-Tarchais
Master Doctor/Master Combat Medic

Maple LightSky
Master Musician/Master Architect
New Khatovar, Dantooine
Corbantis
Duedroth
Sat Jan 10, 2004 2:38 pm
#10

i knew a guy in college who we called Glamrocker, or glam for short. It was his house name. Anyway, good post, i agree with the r/l rationalization to our abilities, and also think that the AOE master-level cures would be a good way to ease the anger of those we infect. However, it would also nullify our abilities, unless there were no docs on the battlefield, but then we'd see more people go doc. Anyway, thanks for a good, well-thought-out post.



Nathan Bluewater Smuggler and Captain of the Ivory Eagle
Oberon Bluewater Twi'lek Bounty Hunter
fireonice fireonice Dark Jedi Knight

A'idan Corso Merchant Extraordinaire
Behold an YT-1300 and the one that piloted it was Nathan and Vengeance followed with him.


Swindled
Sun Jan 11, 2004 3:31 pm
#11

I disagree with giving doctors an AOE cure. CMs are (and should be) more effective in combat than doctors; I think this is obvious and needs no more explanation. However, if doctors were to have AOE cures, a doctor on one side would effectively negatethe offensive capabilitiesof a combat medic on the other side. I do believe that doctors should be given an innoculate commandthat limits either the effectiveness or potency of a poison/disease if it's administered to an individual before a fight begins and lasts for some fixed time (similar to a buff).This would be a fair balance in my opinion and would conform more closely to real-life. The first poster listed many poisons and diseases that are AOE in real-life but I cant think, off the top of my head, of any AOE vaccines, innoculations, or cures of any kind that work on an area. I'm not claiming that there are not any, only that if they exist, they are less well-known and may be undesirable to implement in the game for the first reason (CMs should be more effective during a battle than docs).
Swiftt
Sun Jan 11, 2004 4:12 pm
#12

fine... then the CM should get poisoned as well and so should ANYBODY in the poisons/diseases range.. how do you like that?



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Swindled
Sun Jan 11, 2004 5:18 pm
#13

That's irrelevant to the rule changes/additions we were talking about because it involves an entirely different set of rules. You can't poison yourself because you can't attack yourself. I hope I dont need to go through the rules governing who's not attackable....I haven't tried it personally but I'm 99% sure that if you use an AOE poison on a person near some animals (or anything else that's attackable), they'll all get poisoned.


Real-life isn't the only consideration in a game like this.

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