Combat Medic Archive

Thread: Correspondent request (please help me!)

JediQuic
Thu Sep 04, 2003 4:18 am
#14

About the Bio Weapon - I Believe people are looking for astandard combat option within the Combat medic tree. Think something like a Bio rifle or pistol...or Carbine perhaps...the name doesn't realy matter. This would be similar to a commando gun, Starting at the novice Combat medic box and gaining +speed +Accuracy type stuff that only applies to that gun. It would be a good idea for it to be suggested that way to prevent master CM+Riflemen(or what ever, )Cookie cutter templates and Dablers somwhat. And perhaps give it a few specials having maybe special status effects attached to it...or just some damage augmenting specials. And i Suggest rifle, because rifles normaly have a Mind cost attached to their special uses, To keep it in balance more effectivly because health and action special costs would be pointless to a Profession that can heal to full at will


I believe the argument behind wanting this is - CM's are heavily Combat oriented(by definition only ATM), they should have an option for standardized combat like any other combat class. Poisons are Great, but they arn't always an Effective tool to use. It Can be rationalized in the SWG universe as a Radiation Gun, Poison darts, Poison gas, Gravity gun....whatever, just something to the effect of causing instant damage to a biological system(IMO Grav or Radiation type things would be the best because they would effect driods and buildings too)


Anyhow, that i imagine is what people are thinking along the lines of a Bio Weapon...Just a Standard weapon that is spesific to Combat medics and doesn't require Skills outside the CM. It doesn't have to be a Realy strong weapon or specials either...if people want that then they will pick up one of the profecions devoted to straight combat

JediQuic
Thu Sep 04, 2003 4:38 am
#15

Ahhh, Another benifit of a Bio / CMWeapon...It will calculate into higher paying missions for us as we progress in the Tree
WhiteRaven
Thu Sep 04, 2003 4:43 am
#16

There really is not much to add although for the mind damage I would ask that medics get a smelling salt stim and cms get a ranged version and aoe version based on skill level.


This could only be used on a mind incapped player to heal x amount of mind damage. It would allow medics, doctors, and CMs to have full medical viability in a combat group without a chance for an exploit.




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WhiteRaven
Thu Sep 04, 2003 4:45 am
#17

whoops one more.



Medical Missions. It would be nice if we had medical delivery missions and medical healing missions in a terminal.




-----------------------------------------------------------------------------------
The GCW needs serious attention. If you agree with that also please post a reply on this thread

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=28469

GCW Leader SWGXpansions.net
PowderBurnt
Thu Sep 04, 2003 1:50 pm
#18

It would be great if these ideas were implemented soon...i agree with all of the ideas put forth 100%!



Deelma
TKM, Smuggler, Pistoleer

"I'm a Bounty Hunter, not a sex muffin" --Ica
Hydrotricithline
Thu Sep 04, 2003 2:40 pm
#19

My take on the 'bio weapon' is something akin to some mortar where in seiges and certain situations.. place a mortar (destroyable) on the ground and with long range launch semi effective 'artillery' I'm not talking poison damage or anything.. just something .. mebbie an effect that halves all healing or some other long range mass debuff that could be used.. of course the components would need to be crafted and perhaps adding something to the weaponsmith tree.. I think this would make a nice addition to the class.



My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
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