Combat Medic Archive

Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks.

Menoetius
Fri Jul 16, 2004 9:56 am
#14






vortexala wrote:



How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)


Doctor only ability, 2 packs (1 poison, 1 disease) 3 versions of each pack with increasing power and med useskill
Components: ABEC, ALS & ASDS.
Crafter: Doctor
Resources: Twice that ofCure Disease/poison, but named resources (ie specific greens/flowers from a certain planet and certain named inert gas)
Levels: Skill available at 0020 Doctor (poison) 0040 Doctor (Disease)
Effect: Similiar to a stat enhancement, adds a base amount to players poison/disease resists (use the same forumla as buffing for power)
Duration: 10 mins (poison), 20 mins (Disease)


How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)


CM only ability, 2 AoE Packs (1 poison, 1 disease) 3 versions of each pack with increasing power and CM use skill.
Components: ABEC, ALS
Crafter: Doctor for the components, CM for the final combine (same as AoE/Ranged Stim Heal packs)
Resoures: Same as Cure Disease/Poison for Docs plus a metal
Levels: Same as Doctors AoE Cure poisol at level 2 & Disease at level 4 (dunno which CM tree)
Effect: Same as Doctor Cures but at lower effectiveness compared to Doc Cures.
Duration: no needed it's a cure


And finally... Why should WE get any of it over Docs?


CM should get the ranged AoE Cures as it part of the CM speciality, ranged healing. Doctors should get the innoculatons as it is would be considered enhancing a players stats. As for the components being Doctor, same reasoning why the Ranged/AoE Stim require Doctor Components.





Question: What about ranged cure along the same lines as ranged stims?




Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
StaticEel
Fri Jul 16, 2004 10:18 am
#15

There are somle pretty interesting ideas thrown out in this thread but here are my ideas.


Innoculatoions - As far as these go I believe doctors should recieve these. Perhaps make these similar to buffs in which you get an innoculation by a doctor which would last for a certain amount of time say 3 or so hours like regular buffs do depending on how the doctor makes them. But rather than having it cancel out poisons all together have it so a certain percentage of damage is taken off. Like say 25% or 30%. So for say a 600 point tick with 25% reduction that would be 450 damage. Then you could take food or spice (I forget which they are implementing) to get the increased chance to resist it.


Area Cures- Frankly I beleive CM's should get these. Let the doctors have single cures whichshould be more powerful than area cures simply because the cure is concentrated rather than spread out like an area cure would be. Example: Single poison packs do more damage than area packs because it is concentrated. This would still allow a doctor to still have a part in battle besides buffing and healing wounds. A CM could throw an area cure which would limit the damage done by the poison and allow the person affected more time to run back to the doctor, get cured and run back if for some reason the area cure didnt cure the poison in the first attempt.


But these are just my thoughts.
aeuralis
Fri Jul 16, 2004 10:44 am
#16


My responce in yellow





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...


  1. How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)

These should be Doc crafted, THey should take several sub componets, similiar to buff pack, and should come in a/b/c/d/e Grades. The pack should if the user a chance to resist ie +5 to +30 to resist poision. THey should not be stackable, like havla. The innoculations should require a master doc to apply and last 30-50 min.



  1. How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)

These should be similair to the current Area stim packs. THey should take similiar resources and be useable by CMs. But they should be less effective then the doctor's cure poison.



  1. And finally... Why should WE get any of it over Docs?

personally , I thinks giving the docs innoculations and cm's area cure, it the fair way to look at this. CM's purpose is to be on the battle field keeping people alive, and keeping with this area cure falls in to our skill set.


To me, innoculations are something you go to see a doctor for, you don't go to your platoons medic to get a vaccine, you go to the hospital.




Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
vortexala
Fri Jul 16, 2004 10:55 am
#17

Great feedback so far, keep it coming



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Tlk
Fri Jul 16, 2004 11:36 am
#18

For the components, not sure they should be any different than the docs for the cures, but for the inoculations they should include some of the same resources as the poisons diseases that they intend to protect against (think vaccinces).


For the Area cures, that definately should be a combat medic tool and given at the same time the respective blight is given. It makes sence in that the creator of the blight can ehal teh blight as well. Also, the ability to area heal or heal; from a distance is also already known to the combat medic.


For the inoculations, that is a buff prior to an engagement. There shouldbe a timer before it gets to its 100% effectiveness, and should also gradually degrade. This should be done by the doctor and and the ability to inoculate should be given at teh same time as the heals.


Why are these two different? They use different skills, doctors are providing a protection prior to infection, completely passive. Combat medics actions revolve around the heat of the battle.

Tinozza
Fri Jul 16, 2004 11:59 am
#19

Telling you the truth i'm a little bit confused. It seems that the Devs are focusing on too much solutions to get rid of Poisons and Diseases.
In the future, when the poison/disease resistance food buff will work as intended (it seems it does not at the moment) and the Mitigation Spice, the Inoculation and the Area Heals will be implemented, our poisons/disease will suffer, at least imo, a little too much by all these "stackable" difences. Probably there is nothing to be worried about, but the presence af all those things at the same time will need a lot of tweaking a balancing if the devs want to make poisons at least usefull (and i'm really sorry to say that as things are now, the word "balancing" isn't in the devs dictonary )

However, back to the topic:
IMO all of them should go to the CM.
- Area heals (of whatever nature) are a CM realm. We payed for them with our skill points.

- Inoculation, instead, will give to all the CM community a little market for profit. We are one of the most expensive profession in this game and we don't really have anything to sell to the whole player base. This little thing will give us something to makey credits with.

Thanks,
Ragphen Robec, CM of the Starsider Galaxy


P.S.
I've got to excuse myself for my bad english. I'm a CM since the first month of SWG, but i'm not used to reply on this board due to my very poor english. I only hope my post will be at least readable.



Ragphen Robec, Master CM of the Starsider Galaxy since launch
Lexy
Fri Jul 16, 2004 12:29 pm
#20

Doctors have buffs as a service oriented skill. CM's should have a service skill too, which they currently lack. Innoculations would be the perfect service skill for CM's, a service they can sell to combat groups right before they go into battle.
Lexy
Fri Jul 16, 2004 1:32 pm
#21

Hmm, how about this (just my opinions, please expand on any of the ideas if you like them)

Move /curepoison dow to First Aid 4 (replacing quick heal), or to Master Medic. Make it so only Cure Poison A is available to Medics, to use B or C you need to get more med use from Doctor.

This will give Combat Medics the pre-requisite to make Area Poison Cures (but not disease). I think Area Diseases should be removed as a weapon, and give just a slight increase to regular single diseases.

Innoculations should go to CM, I have no doubts about that. And I'm not biased in saying this, because I'm only a former CM, but am still a full-time Doctor. Docs already have a service skill, Enhancing. Think of the demand for a Doc currently vs the demand for a CM. You don't see a million messages in spatial, guild chat, and tells asking for a CM. They all ask for a Doc to buff. Just imagine if Docs have to buff AND innoculate, it's going to be HELL for docs Let Docs buff, and CM's innoculate. They both will have a service they can provide to the community. Docs give long lasting buffs well before the battle, CM's give the limited-time innoculations right before battle begins. Sounds perfect to me.
Mustelafuro
Fri Jul 16, 2004 2:20 pm
#22

Hehe you mean people might actually need us for something? An, heaven forbid, maybe even like us? Don't know how I would handle that......lol


But this is a tough call for the devs, but if they give both to the docs then cm's are dead, lot of docs out there and we would be toast. So they need to give us something, I would really like both actually, mebe let docs an cm's use inocs. But areas should be ours.
Grozurr
Fri Jul 16, 2004 4:13 pm
#23






vortexala wrote:




So, with that in mind...


  1. How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)

  2. How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)

  3. And finally... Why should WE get any of it over Docs?

Message Edited by vortexala on 07-15-2004 08:26 PM




1. Innoculations should be able to be used by CM's primarally. Doc's should craft some of the components, maybe the one that affects how effective it is, but beyond that CM's need to be the profession to craft and use them, as they are the ones that have the most experience with diseases (ideally they would know how to cure them too, but at least they should know how to prevent against them)


2. Anything area needs to be CM and CM only. doctors have no place (as theyare now) on the battlefield doing massive amounts of cures of all types.


3.If CM is to remain the "chemical warfare expert"- then CM truly needs to be the "expert" and not doctors, at both dishing out psn and disease and curing it on the battlefield. If CM is to be the Medic that runs around curing in combat and heals/cures will be the main purpose of the profession, then nothing should go to doc, and CMneeds toget the ability to wield area cures (along with preferably other items)with no requirement to go to a doctor for help. the CM's healing abilities are already far underpowered in comparison to the docs, and for this reason most cm's find their specialization in dishing out psn/disease.


really this profession needs to go one way or the other-and if it's going to survive against the onslaught from people who have a problem with psn/disease, then it needs a service to the community, both before and during a battlefield situation.



Grozzer




Legende
Fri Jul 16, 2004 4:45 pm
#24


Acidictadpole wrote:
By the way it sounds its gonna be some kind of shot to prevent being poisoned or diseased. Which actually sounds like a really cool idea.

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.


I wasn't going to respond in this forum, but it didn't take long to find a post I needed to point out...

Docs relied on? Hardly. *Buffs* are relied on, not Docs. Docs are nothing more than pre-battle buff whores now... in a way, we've rendered ourselves useless in battle b/c of buffs. Our disease heals are barely needed, our poison heals are not needed, and neither are our heals... all b/c of the buffs. Innoculations is one more way to make Doc a profession once again, instead of a gumball machine.

---

Header: I was a Master Doc for ~9.5 months [dates in sig] and will be returning to the Profession [short break to try out a couple other professions, kicks and giggles], and a CM for a month or so [wasn't my thing, but played around with it enough, and read enough to understand the profession as well as any other CM].

Regarding the changes, I see Area Disease/Poison heals going to CM b/c it is an area heal and one of the main things that keeps Doc heals in check is the fact that we can't area heal.

However, Innoculations is *definitly* a Doctor deal. A CM is in the buisness of diseasing and healing damage in a battle environment, a Doc is in the buisness of preventing damage [buffs] and healing wounds in a controlled environment, along with very limited ability to heal where needed and, of course, rez. Innoculations goes along with preventing damage, and fits perfectly with the Doctor image.

Crafting the area heals should be something like [stims:area stims as poison/disease heals:area poison/disease heals]... in other words, crafting area stims is very much like single stims, but there is a bit of metal thrown in for the casing so it can be thrown. Area poison/disease heals should be similar in that the resources required are similar to the single target heals but a little more and some metal thrown in.

Crafting innoculations should be a harder task, on level with the time and energy required to create the poisons/diseases. When I was a CM, the hardest times I had were collecting the very specific resources to create the best of poisons/diseases I could, why should I [as a Doctor] be able to defeat that with common resources? I shouldn't.

Well, there's my 2 cents, hope it's of some help.



________________________________________________________
Legende Des'Krieges
Elder Twi'lek Doctor of Shadowfire
Master Doctor since 29 Aug 03 - 12pt Crafter

A tribute to CSR-TerryS || Best SEA ever!
Taurant
Fri Jul 16, 2004 5:13 pm
#25






Lexy wrote:
Doctors have buffs as a service oriented skill. CM's should have a service skill too, which they currently lack. Innoculations would be the perfect service skill for CM's, a service they can sell to combat groups right before they go into battle.






This is a great idea. /agree wholeheartedly. It would not only upgrade our use in the battlefield from being a huge pita to the opponent but also to their own CM's who won't be able to poison/disease as well. I'd like to see these innoculations on par with the doctor's buffs in terms of duration.


I'd also like to see some way for the doctors to be dependent on our components for their area effect cures. Let's face it they'll get em. This would balance our already dependent state on them for high grade subcomponents. I realize this is difficult already tho without any pure Area or range subcomponent.



Crysus Stayte -Master Combat Medic/ Master RIfleman- Ahazi

7m longer than when I was a Novice.
Gnuut
Fri Jul 16, 2004 10:18 pm
#26


Combat Medics are supposed to be the best combat healers. At this point CMs are nowhere near that stage. A Doctor can heal 12 out of 13 types of "combat damage" (health,action,blind,stun,intimidate,dizzy,fire,poison,disease,wounds,bleeds, and death). A CM can only heal 5 out of 13 types of "combat damage" (health,action,mind,wounds,bleeds). It makes no sense that as the supposed First Responder, CMs are limited in what they can cure. On top of this Doctors have a greater drag range than CMs. That is just a slap in the face.


Giving CMs AE cures would help bring CMs back to the forefront as the best battlefield healers. I know you all complain that Docs would be reduced to AFK buffbots. I can't tell you how many times on Bria I have come across a CM AFK spamming poison and disease while being protected by TKM/Fencer/Riflemen who are AFK with looping strafe/dizzy macros.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

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