Combat Medic Archive
Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks.
Question: What about ranged cure along the same lines as ranged stims?
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.
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?)
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.
- 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.
- 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.
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.
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
vortexala wrote:
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?
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
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.
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.