Combat Medic Archive
Thread: Discussion Topic: Specials
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Mustelafuro
Wed Nov 10, 2004 10:23 pm
#40
Lets look at what we are, combat medics, as in supposed to be in the middle of combat. Now lets take some real life examples, in the past and still somewhat respected is the idea that you don't shoot the guys with the big red cross on em.
So maybe some sort of ability to give ourselves something like a temp reverse tef, it can be short, say 60 secs, during this time we can't attack or be attacked, but we can get in the thick of things and get our guys healed or drag em out. Sort of along the lines of the emergency shields in JTL would work too, when you use that you can't attack but you get uber shields for a few.
Also lets take a look at the problems with rezzing. First you come up with no buffs, unable to do anything and are basically a sitting duck. If you wait til the fight is over you probably can't get rezzed anyway. So the stabilize is a good idea, and we don't know whats going to happen with buffs but how about some master cm ability that if we get to them really fast we can let them keep their buffs. This could be a very short window, but with an extended drag we could keep them from being worthless after a rez. Maybe a stabilize at novice to reset the timer, and a better one at master to save buffs. Kind of like the droid commands in JTL, they get better and more powerful as you level. And the last thing is the 60 sec timer after a rez, how about some sort of stim pack to boost ppl out of this, maybe with some sort of downer effect, but basically get them right back into the fight.
As for weapons, real medics don't carry much, a pistol and rifle are about it. So gives us cert credit and abilities for higher end weapons. We won't be serious damage dealers, but could at least pve.
And as a last resort weapon, how about some sort of massive area effect weapon, but one that hits everything in range. Kind of SWG's answer to a nuke
A poison would be best and we would have to hope the friendlies had really good poison buffs to survive it. Just a wild thought there.
Ok our current problems.......get rid of rooting animation, it really sux. Gives us a poison incap. Make disease do damage on initial hit.
Those are just the way Id like to see it, sure we have a major offensive threat, but after you toss a couple, its time to keep the real combatants alive, and save em why they drop. In a real situation, the docs are behind the fighting, waiting for the medics to patch guys up to survive the trip to the docs who do the real healing. We need that sort of ability, to be who we actually are, medics in the middle of combat, not just chem warfare guys. With all the changes coming to the ham revamp, who knows what effect our poisons will have under the new system. We know that a good CM can win most fights for their group under the current system so we have to wonder what the devs are going to do to our "uberness" lol (that was tossed in to appease all the cm's are overpowered trolls)
I like being a medic, and it is really fun to toss our lil bundles of love and watch ppl run
Brainplay
Thu Nov 11, 2004 5:23 am
#41
Mustelafuro wrote:
Lets look at what we are, combat medics, as in supposed to be in the middle of combat. Now lets take some real life examples, in the past and still somewhat respected is the idea that you don't shoot the guys with the big red cross on em. Medics no longer wear the crosses anymore except on some secured bases. Besides the obvious "hit me" flag its also not great camoflague. We can't take real life examples though. Two different galaxies.
So maybe some sort of ability to give ourselves something like a temp reverse tef, it can be short, say 60 secs, during this time we can't attack or be attacked, but we can get in the thick of things and get our guys healed or drag em out. Sort of along the lines of the emergency shields in JTL would work too, when you use that you can't attack but you get uber shields for a few. Ok the amount of grief this can cause would be immense. You toss your poisons then hit the invulnerable button. Meanwhile your poisons still tick away. /shudder Some defenses would probably be better for balance instead.
As for weapons, real medics don't carry much, a pistol and rifle are about it. So gives us cert credit and abilities for higher end weapons. We won't be serious damage dealers, but could at least pve. Those are earth medics. We aren't earth medics. We are more like earth apothecaries. That leaves alot of room to play in. The PvE is what your extra points are used for when you pick up a combat profession. Don't want to pick up a combat profession? Then you can't PvE unless you use expensive poisons to do so.
And as a last resort weapon, how about some sort of massive area effect weapon, but one that hits everything in range. Kind of SWG's answer to a nukeA poison would be best and we would have to hope the friendlies had really good poison buffs to survive it. Just a wild thought there. Proton grenades...nuff said.
Werptik
Tue Nov 16, 2004 8:18 pm
#42
I think the addition of a "molotov cocktail" schematic/use would be a great addition. Of course the strength of it would need to greatly considered before integrating it in the game, but I think it makes some sense.
Xalya_Shadowalker
Thu Nov 18, 2004 12:45 am
#43
I love some of the ideas put forth so far, especially the state packs.
I think we should get
-Blind: We release a chemical cloud which burns the eyes.
-Stun: We release a chemical cloud which constricts the air passages of our target.
-Diminish: We release a chemical cloud which induces nausea in our target. (would reduce our targets stats by a specific amount, like a NS curse)
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