Combat Medic Archive

Thread: Poison and Disease

Xytroncore
Sun Jan 11, 2004 10:20 pm
#14






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




Okay, then any pistoleer/carbineer/riflemen/commando using area attacks should hit their own guys too, if you want friendly fire then they have to implement it game wide accross every other type of area attack, not just use this against combat medics. And the combat medic wouldn't get poisoned if they're out of the poison's radius.



_________________________________________________________
Manimal : Gunslinger
Yachew
Mon Jan 12, 2004 8:28 pm
#15

Are you kidding? Your just one of those people who wants their profession to be the best. Good luck having diseases passed on to eachother thats a terrible idea then combat medics could kill entire armies and they should just be a support role. Your prolly just mad cause people like me kill u all the time.



-Yachew
-Corbantis
-Master Gunfighter/Master Smuggler
Just gimme a tell in-game if you need anything sliced
Benjen
Mon Jan 12, 2004 9:59 pm
#16

Three points on the Gas Mask thing....


1) In real life, soldiers wear a gas mask AND a helmet, however the helmets of today do not have full head protection. So this theory brings up my second point.


2) What is truly going to stop SOE to implement a full helmet type with the gas mask insert inside it. It could be a crafted item as a subcomponent to the helmet it self, and could be experimented on for effectiveness. The overall durability depends on the helmet itself. The effectiveness could be rated for the two damage types, poison and disease, and be based on the resources used and the experimentation.


3) If you ever look into the official Star Wars errata, and read about stormtrooper armor for example, Many of the stormtrooper helmets had some really neat stuff packed into them, such as a respirator (for zero gravity and poison / disease type things), communicators, and the suit had a bio monitor inside. This supports point number 2.


However, the implementation of such things in the game would definetly cause a problem for CM's, thereby nerfing CM's again....so I do not support them as is. There would be a need for something to circumvent such things in some way, like the contagiousness of poisons and diseases....




Benjen, Carbineer 2,3,1,2 / Master Doctor
Guildless
Bloodfin

Official Carbineer Motto "I bet I can kill me before you can!"

"You can fool some of the people some of the time, and jerk the rest off" Robin WIlliams
eapers
Mon Jan 12, 2004 10:34 pm
#17

Well, It seems ovious that any sort of gas mask type additon should carry ham costs... Perhaps armor could be crafted with built in resistances, the same way you can get around Ion Rifles by adding a stun layer.


Another feasable idea is to give docs resists Vs. Poison and disease. This doesn´t really carry any logic, but if the doc is hard to poison, he could still get to his teamates before the CM is able to stick him with one.


Lastly, the last poster mentioned built in air filters... If faction armor acted as CM defensive wear it might give it more of a perpose.







JOHNNY-JONES JACKSON

AFK
NoodleSlayer
Tue Jan 13, 2004 12:06 am
#18



Benjen wrote:

3) If you ever look into the official Star Wars errata, and read about stormtrooper armor for example, Many of the stormtrooper helmets had some really neat stuff packed into them, such as a respirator (for zero gravity and poison / disease type things), communicators, and the suit had a bio monitor inside. This supports point number 2.




Now an air-tight system would be capable of repelling poison and disease attacks, a simple gas mask doesn't always do the job.

Most gas masks can only protect against a specific pathogen, and won't always give 100% protection. Now what if say CMs had perfected a bacterium that not only was lethal but capable of eating through armor, etc.

Lots of ifs and ways you could argue this. In the end though I think the best way of going about it would be to give BEs some +Poison/Disease Resistance tissues. And keep in mind you can only add +25 to a skillmod so it would help (your poisons might get resisted a little more often) but at the same time wouldn't completely nerf poisons, just shut up the people whining that you can't "protect against it." Which isn't entirely true either.



-Tarchais
Master Doctor/Master Combat Medic

Maple LightSky
Master Musician/Master Architect
New Khatovar, Dantooine
Corbantis
jeckel
Fri Apr 09, 2004 2:00 pm
#19


can anyone give me a good combat medic vendor for poison and disease packs

the one's i found where A' B's nothing with C's or any disease packs

I'm on Naritus Sever




4/4/3/4 Combat Medic

Master Marksman



From the day your born you start to dye
Dark_0ne
Mon Jul 26, 2004 3:53 pm
#20

I've seen a post or 2 about how rangers ought to be able to cure themselves of poison or disease - by foraging foodstuffs etc.


I expect this has already been mentioned, although I couldn't see anything in the modular camp thread ....


It would be nice if the standardRanger camps gave some bonus to clearing poison and disease, with the HTFB clearing mild poison/disease almost instantaneously, and working down from there.


lol - when I logged I had over 550 health wounds ......



Tony Weyland - semi retired
AgonThalia
Mon Jul 26, 2004 4:29 pm
#21

Thats definately a good idea,

camps desperately need some usefulness.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

perfavorebasta
Tue Jul 27, 2004 12:12 pm
#22

I agree!

It's so easy to get poison/disease that it can forcve you to waste time, specially if u are on YavinIV or Endor or Dathomir.


I would like to point out an other problem! There are too many house on some planets ... that prevent us to put camps. Try to put a camp in the south of tatooine!! I can understand this on Tatooine, but on Dantooine too, omg! And the most of houses/towns are absolutely empty of ppl, sob!


I dream a wilder Flurry!!


Opith





*Opith & Laara & Nanobit (Flurry)
Opith - forever lightsaber master
Laara - Former Bio-Engineer
Nanobit - Droid-Engineer & Artisan
Shop at (-5771, -5209), Star League City, Lok
Phenix1050
Tue Jul 27, 2004 12:38 pm
#23

cool idea.


I also think that, as creature hunters, Rangers would have built up a large resistance to natural perils. Disease and poison have likely become an everyday occurance. Just ask my toon when he was killing Arachnes' on Endor. I was poisoned at least 9/10ths of the time. I'd like to see Rangers become more resistant to getting diseased/poisoned. But that's another point altogether. I've been rather "down" on a few ideas recently, I just wanted to make sure that I posted a positive responce to an idea that I liked.


This would again give me reason to pull out a camp (especially towards the end of the buffs when you're praying your disease runs out before the buff). So yeah, I like it. Simple, effective and cool. awesome. awesome.


i give it 4.5 out of 5 punchbowls.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
buzzlo
Tue Jul 27, 2004 12:54 pm
#24






AgonThalia wrote:
Thats definately a good idea,

camps desperately need some usefulness.





What he said!! I really dont use a HTFB unless I want someone to find me!! LOL!!



_____________________________________________________
QUOTE NUCKMAN "meat doesnt grow on trees =)"


//BUZZLITEBEER - MASTER RIFLEMAN/MASTER RANGER
HUNTMASTER of BEGGARS CANYON
//HAME - MASTER DROID ENGINEER/MASTER MERCHANT
Visit our mall TODAY 2380 5000 @ the start of the MOS ESPA SWOOP TRACK
Page 2 of 2