Combat Medic Archive

Thread: Lobby Combat Medics should Heal Mind Damage

ShadowoftheVoid
Thu Sep 11, 2003 7:14 pm
#14

there is a post similar to this on the doc forums for those that havent checked..and it was at something like 13-14pages last nite...


But anyway...personally i would like it if the elite medic professions got mind stims..make them seperate, and only available at nov cm/doc...make the med use high enough that only the elites can use them and not some1 with novice medic. CM's would get the ranged and docs the normal ones...the main complaint ppl have is there has to be some way to keep a medic prof from just continously healing himself...thus...


1) taking mind wounds for healing mind damage (kinda like repair kits and qual)


2) getting bf for healing damage...say at a rate of like 1 BF per 5 damage or something along those lines


3) making it a seperate stim...(which should be the case anyway)


4) give it to a non-medic prof


I think if the dancer/musician buffs lasted as long or possibly longer and did an equal amount of buffas doc enhancers taht would help considerably...since you can buff, rest, and plan for the next outing. there was also talk of maybe a new entertainer based hybrid that can only make the mind stims...thus givingentertainers a more active role outside the cantina.


as for the no-incap mind pool...you'd have to do that to all 3 pools to keep the balance since ppl use those pools for other specials as well... i just dont think it possible with the current combat system to make any ONE pool a no-incap pool.




Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
JediQuic
Thu Sep 11, 2003 7:23 pm
#15

Personaly i would like to see Musicians and Dancers(not entertainers) with mind heals.....Perhaps somhow in themind enhancement(Lightshow)line, and make them craft their Smokebombs and Firejets...or mind stims. There needs to be Some Role for them outside of the cantina (dancing in a camp is a joke) anyhow


Squad leaders...healing....make no sence what-so-ever. Unless it is used like a boost moral type thing that is a very limited Complete mind heal.


Medics...combat medics...Its just not gonna happen....and if it does it would be the worst thing that happened to us, Especialy with the wounds. I would like to see the Beta type Stims Come back....But there is no real way to balance it without the loop effect...and wound are just not gonna cut it, unless they are in the 100's....in which case, mind is still the Only Targeted PvP pool

skywalker007l
Thu Sep 11, 2003 9:02 pm
#16

I believe BOTH combat medics and doctors should get some form of mind healing. Obviously the combat medics would be AOE or ranged, while the doctor's would come in the form of a stim. Giving mind healing only to combat medics would overpower the class and wouldn't be fair. Yes, your class needs serious help, but both doctors and combat medics should get the stims. However, medics should not be able to heal mind. If, hoever, only combat medics are up for the ability and not doctors then my vote would be for the combat medic over any other choice listed above.



Callopo Noak
Callysto Noak
Fishy Member of the New World Order
Intrepid Galaxy

Sleksheea
Fri Sep 12, 2003 12:05 am
#17

What if they made combat medics able to heal mind damage but at only half the rate of the health and action healing?Or what if they gave combat medics a mind damage only healing grenade that had it's own balanced effectivness?




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
vionerd
Fri Sep 12, 2003 1:59 am
#18

sorry but as a dancer i think dancer's should be able to heal mind damage with a dance stim or somthing because right now all classes have a place in the field except dancers. If they could sell these stims to ppl then it would allow them to make money and balance out the proff, make them like pet packs, they heal mind but no real medical skill is required or dancer skill for that matter.



valenia




Valenia;
Left before the dawn could rise for her.
Avair
Fri Sep 12, 2003 7:09 am
#19

Again, I have to rebutt the entertainer mind DAMAGE heal argument again.


The purpose of medics in the field is to keep soldier on their feet, alive and fighting. Right now that includes Health and Action pools. The only reason that normal stimpacks don't heal mind anymore is the infinite heal loop. A single medic should be able to heal keep another player on their feet until the battle is over.


I'll suggest the needing two other players, a medic and an enterntainer to keep a single soldier alive during battle isoverly complicated. Are we going to make entertainers minor crafter too, like medics are? Will they need to go set up harvester's too for their mind stims resources? How many entertainer's want to sign up for the additional work of surveying and locating resources?


Here's how the dependancies should go...



  • Medics - Needed during the battle (Healing damage)

  • Entertainers - Needed after the battle (Healing mind wounds and BF)

Also beware of mixed metaphors. Some have suggested 'The mind wounds are the entertainers job, so they should get mind heals too, it's pychological'.

Wrong.

Mind damage is the immediate effect of a blaster shot to the head. There is nothing pychological about it. Bullets through the head require a doctorto deal with it. The battle fatigue is the traumatic effects of prolonged exposure to battle, clearly the realm of the enterntainer. The mind wounds are a sort of in between ground, the 'technical' should fall under medical care. However, to make entertainers more relavant it went to them, and that's fine from game balance stand point.

Conclusion

Mind damage like ALL other forms of damage needs to stay in the medical profession.




Avair Darkwater
CEO, Darkwater Robotics, Tarquinas Server
Droid Showroom - Coronet (407, -5606)
Corporate Headquarters, Edge of Infinity, Dantooine, (-2851, 5283)

---
Anti-Trust: Why SWG monopolies are pure fiction.
---
Caliwyrm
Fri Sep 12, 2003 7:25 am
#20






Vanillahh wrote:

The best way i could think about doing this, would be to make healing mind damage a seperate item, on the same reuse timer. So you can throw a ranged stim to heal HA or one to heal mind. It wouldn't increase the crafting list too much, and it could use the exact same components required for the other ranged stims.



No extra hassle for crafting (other than scrolling a little bit more), gives the combat medic a bit of medical definition, and doesn't completely nerf those rifleman/BH that are already out there.







I like this idea.



I think that (hopefully) we'd see less CHs out there as well as a lessening on Pet-centric groups..



Think about WHY we see so many pet-centric groups: Bigger HA+M pools. I was on Lok helping a friend with Pirate missions. During the fights I noticed quite a few things: There was absolutely no way we could do these missions WITHOUT the 9300+HAM pet, I could keep him alive and up for one or two hits only because after that he would be incapped due to Mind damage and that watching someone die because I simply CAN'T heal them is making me hate this profession.




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
DedMnWlking
Fri Sep 12, 2003 10:18 am
#21






stoneysysops wrote:
This may just be my take, but here it is:

"Mind" is individual to each person/character. When you injure someone's mind you're injuring their inner self. If someone wants to be strong of mind, then put more points into mind and fewer into health or action.




Ok, Speaking as a Rifleman/Combat Medic....If you are "injuring" someone's inner self....THEN WHY IS IT CALLED HEADSHOT!!!!!


You are shooting them in the head. You are giving them a head wound/damage. You are not hitting their "inner self"!


And your BRIGHT idea about burstrun from a rifleman ARE YOU NUTS!!! Are you a rifleman? Have you looked at our weapons? Do you realize that if you run from me my bonus to hit goes UP???? I have a T-21 that will hit you for over 1k mind damage. And on a Mind Shot the dranage is -600 every tick and that is only Mind Shot 2. My ideal range is 60meters at +3 and at 64meters it goes up to +10. I have hit things that were over 70meters away and haven't missed.


Here is my opinion on this whole topic. I do not believe that there should be 1 pool that is NOT healable. It will unbalance the game. Like so many of you put it PvP is just a group of BHs and Rifleman shooting it out. Why should a medic or combat medic even join a PvP it's pointless. Just to give fire support maybe because healing is pointless. I think that it should be a different pack that needs to be made to heal only mind damage. I do not however agree that it should give you wounds. As it is medics are first targets in all PvP and with PvP being dominated by BH and Rifleman well you can figure it out there.


As far as Dancers on the battlefield I'm all for it. Our PA has a Master Dancer that come out on all Hunts we go on and she is a godsent. However, Dancers don't heal your mind damage. They only heal your mind wounds and battle fatigue. I believe that they increase the regen of your mind damage but not enough or fast enough to make a difference when a Mind Shot does -600 a tick. Dancers IMO are here to heal mind wounds and BF and they are GREAT at it. DO NOT touch that part of the game it's perfect and gives people a reason to be an entertainer.


However, mind damage happens ALOT on the battlefield. and IMO a doctor has no place on the battlefield unless they are the ones fighting. A Doctor belongs in a medical center at the back of the field administering wound heals and buffs while the Combat Medic runs around the field healing everyone and Rezing those he can. (hint hint a CM should have rez)


Next point a Combat Medic should have rez. I'm not saying take it away from the doctor for pete's sake they are the ultimate medical class. But a CM sees ALOT more deaths than a doctor does. Let's bring this in real life. The Doctors are the ones in the hospital. They heal and help patients at a Hospital and cure them of all illnesses. Now an EMT or paramedic are the combat medics in real life they go out in the field and rescue others and keep them alive til you can get to the hospital. They ALSO have paddles like the doctors use. And guess what.....They USE them to BRING PEOPLE BACK. So why doesn't the combat medic have anything to bring people back?



To put it all in one place:


The exploit in PvP needs to be removed. Give the CMs (the ones in the field) the ability to heal mind DAMAGE (not wounds), and give them the ability to rez people. As far as balance goes for healing one's own mind I would have to agree that it causes HA damage in order to do it. So, the next heal after healing mind is to yourself. Finally i am also for not being able to heal your OWN mind.

DedMnWlking
Fri Sep 12, 2003 10:33 am
#22




Paithian32 wrote:
I do strongly believe that neither Doctors nor CM's should be given the ability to heal mind damage. It would create a circular pattern of healing. One CM heals the other CM who heals the first CM, etc etc etc. It would make for very fast leveling though .




I do not see any reason why this could not be fixed by lowering the experience that you gain from healing with the mind stim?


I mean if I had thought of it sooner I would have gotten with a friend of mine, who has since given up the medical field, and surveyed together. You both survey together and heal each other. From what I've rea on these boards you can make master medic in about 2 days.


Hey a fast way to make medical experience is sitting in a cantina. I saw a Novice Medic sitting in the cantina. Now i trained him in Pharm, Organ Chem, First Aid, and Diag. 1. So I knew he was green. 4 Days later when I entered the same cantina there he was sitting there with Master Doctor. I asked him how the heck he did that. Told me: Ran to the bazaar bought resources, sat in cantina and grind stims while healing the dancers. Had a couple of friends that would give him credits so he was set.


So yes it would be just adding yet one more way to gain experience faster but you can offset that by increasing the amount of experience needed to get to each skill level. (Besides they are talking about doing that anyhow)

Voivode
Fri Sep 12, 2003 10:48 am
#23

Guys be realistic. Umm if mind heals made into the game it would make every doc & cm immortal. Why just not a new /godmode command.

Do you realize how it might affect pvp? It would take 10 ppl to take me out if I could heal my mind ...

Do you know how it might affect pvm? 2 creature handlers plus 2 combat medics could kill the toughest mobs without any risk whatsoever ..

Also .. dont blame the rifleman, as it is Bounty Hunters with an eyeshot are the primary mind damage dealers, with much higher DPS then any rifleman headshot/mindshot combo could do. Besides every doc or cm has an ability to counter mind bleeds .. have you ever heard about /firstaid command?

Healing mind at the cost of Battle Fatigue and mind wounds? No.. I dont want to spend 2 hours a day at the cantina. BF and severe mind wounds, it might just result in extended downtimes, becouse this is what sitting in the cantina really is .. extended downtime.

All we need its a quick way to replanish mind pool while not in combat. Another possible idea/solution .. heal mind as "give & take" in similar way as Anarchy Online trader health hagglers work. You heal mind of another player but at the cost of your own mind pool - for example give 200 mind it takes 200 of your mind.



Wookiee Master Combat Medic/Rifleman



Voyevode - ICE Dragons officer


The last pvping wookiee ...
/wookieeroar
Dustin_Asche
Fri Sep 12, 2003 11:56 am
#24

I agree that mind damage should be the exclussive domain of the CM if, and ONLY IF squad leaders are passed up first. It should go to squad leaders as an AOE group heal with a timer (or even dealing mind wounds or BF to the SL himself), since this can easily be taken to represent the affects of a good morale boosting peptalk or such.


I also think that Mindwounds should go to the Doctor exclusively (neuro-surgery?), but Battle Fatigue should become much more important in exchange. Right now I barely even notice the effects of Battle Fatigue until I hit 500+, which I never do because BF is earned so slowly. Make BF effects more severe and/or earned more easily (bf points equal to wounds suffered, plus 15 for becoming incapped and 50 for cloning, 100 if you forgot to store clone data).




--------------------------------------------------------------------------------------
"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
Shuyunh
Fri Sep 12, 2003 2:50 pm
#25






Darth_Sushi wrote:

I do, however, believe very strongly that while Squad Leaders should not be able to HEAL Mind damage while in the field, they should have a "group Mind damage resist" skill (improving with higher levels of experience) that provides an ENORMOUS buff to Focus and Willpower, so that their squadmate's Mind pools bleed much slower and regen much faster while grouped. And itwould only work if the Squad Leader is actually the group leader. This, to me, would be the perfect solution -- as it preserves the distinct roles of each class and is not readily exploitable.








I am a SL andI pretty much agree with this assesment. From a rp perspective, SL's are great motivators. That should be theirprimary attribute.People lead by a SL should have a greater focus and will to succeed under duress. They should recover faster from a fight, and fight longer and harder. These are all mental qualities, IMO.


I don't want a SL to be a healer, but there should be a role they play in terms of mind sustenance and renewal in combat.


I also agee with the poster who thinks they should increase mind regen while sitting.




Duncaen Starstriker
Zabrak TKA/SL
"I'd rather get killed then Puppeteered!"
Page 2 of 2