Combat Medic Archive

Thread: Innoculations already exist

jfang
Fri Apr 09, 2004 10:01 pm
#1




People keep talking about introducting innoculation to the game to improve PvP. Well, they already exist.


I did some experiments and with some fairly bad resources (read: medium-high potential energy), I was able to create some 33 effectiveness 130 duration area poison (or a 100 effectiveness, 240 duration after experimenting). Seeing how if a person already has an area poison C, he or she can not be re-poisoned until it subsides, this translates to a 2 minute innoculation. All you need to do is before have everybody duel the combat medic before combat and be poisoned. (If timed right, the combat medic can poison the allies, stay dueled, poison all opponents while allies are innoculated, and re-innoculate allies when the opponents are poisoned.)


Furthermore, if you get better resrouces, I'm sure if you can get a lower strength, higher duration innoculations. This is particularly appropriate, as the idea behind an innoculation is to give a weaker version of a sickness to a person, so they don't get the major version...
Mild-Breeze-Trooper
Sat Apr 10, 2004 4:38 am
#2

Hey... that's cool.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
jfang
Sat Apr 10, 2004 8:45 am
#3

I did some testing, and turns out this does not work. When I used a 33 effectiveness poison followed by a 216 effectiveness poison (with lower potency). The 216 effectiveness poison took priority and overwrote the 33 effectiveness one. Later, I tried to reapply the 33 effectiveness poison, but it did not overwrite the 216 effectiveness one.

So much for a good idea.
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