Combat Medic Archive
Thread: Master CMs should be able to Rez
Thaven wrote:
In other online games there is the Cleric who can rez early and usually a paladin who can rez later. Why not allow Master CMs the ability to Rez? We might see more CMs then Doc then and we can truely be the Field Combat medical expert we are supose to be.
Thoughts?
Only if that CM is also a Master Doc or has the appropriate Doc Skills
If you aren't going to give us rez for he battlefield FINE. Then give us a way to keep them from f*c|(ing dying in teh first place by letting us heal mind damage. NOT MIND WOUNDS!!!! just the damage.
I think that you are absolutely correct. CM's can't revive and can't keep group alive. Makes us a little useless in a group without taking doctor skills up through revive.
It is ridiculous that I can go out in groups with other medics and CM's and not stay alive because of mind damage.
The entertainers are always complaing about their lack of income on their boards. Perhaps the entertainers could actually make a living if they could sell an item (I was thinking a shot glass or flask or something cantina-like) that all other players regardless of skill class could use that could heal mind.In order to keep healing within the medical field only medics would have ability to administer this item to other characters. That is everyone can take it on own but not everyone can 'heal' someone elses blue. This would solve a lot of problems all at once.
I like the idea of combat medics being able to rez, but not as well as docs. Tough part is doing that...
-CMs could rez, but the patient would sustain wounds (more than cloning?)
-CMs could rez, but must drag the body to a camp first
-CMs could rez, but a doctor (with rez skill)must attend the patient before anyone can heal his/her damage or wounds
-CMs couldn't rez, but could restore the person to the closest cloning center without wounds
it costs 20 skillpoints for a Master CM to be able to rez.
where is the problem?
I personally plan on taking the particular tree of doc cause it makes me more valuable to a group. I wouldbe overjoyed if they gaveeven a limited version of rez to CM's...something on the order of Morphine that gives them X number of secstime to do anything in, and if a doc doesnt hit them with the rez before the timer then they fall down dead and need to be cloned..not rez'd but cloned. altho id just settle for a mind stim i could use...especially since it seems almost everything hits mind now...or just seems that way cause im almost always buffed by a doc.
But as to the 20 sp's...if you're a CM you also tend to need to have at least novice artisan and scout (which brings us to FOUR starting profs)...which is 30pts there. Now you can get around that by getting a friend with scout to harvest the meats you need for the one comp (since there is almost no meat market) and i could try and find some1 to get the locs for where to put harvestors for the other comps. but at the same time it generally easier to search yourself.
where is the problem?"
For me it's not so much a problem as a challenge - the number of points you have left after getting MCM and the 'essential extras' leaves you with little room to develop other skills:
169 points spent to get Master CM.
Another 20 points to get Master Wound Treatment.
Another 14 points to be able to craft your own Resuscitation packs.
Another 15 points for Novice Artisan which is not essential but extremely helpful given the resources required for CM crafting.
So that leaves 32 points for a weapon (or any other) skill
.