Combat Medic Archive

Thread: [My Idea]: Anesthesia Pistols, Rifles, Blow Guns, and Packs.

Malovec
Tue Jun 01, 2004 8:19 am
#1


With all the rants about how your class should be nerfed, and the prior record of how well S.O.E will listen to those who wine I think you should prepare for the worst but yet hope for only the best. My idea was that you could craft a gun or darts (you do have ranged support), and Maybe getting accuracy and speed bonuses as you get higher up.



  • Anesthesia packets that when hit the target there screen blursto a magnitude depending on the power of the ammo.

  • When they hit the target will be slowed down, maybe use a "-" terrain neg, as a way to make that happen. If it is really power packet then you should see them pass out and fall down. Death Blow away!

Also there should be some weapons that shoot these.



  • 0-0-0-1 : Cert forsingle Anesthesia packets.

  • 0-0-0-2 : Cert for Anesthesia Blow Gun & Darts.

  • 0-0-0-3 : Cert forarea Anesthesia packets.

  • 0-0-0-4 : Cert for Anesthesia Pistol.

  • Master Combat Medic - Cert for Anesthesia Rifle.

Message Edited by Malovec on 06-01-2004 08:46 AM



"Dee Doo Dittle, Doottile!" - R2-D2
jfang
Tue Jun 01, 2004 8:44 am
#2


That's a good idea. Not to burst your bubble though, but the idea of combat medic weapons (rather than throwing them) has been proposed and reproposed several times. What the devs want to do with the idea is another question though.


As for the "poisons and diseases doing non-damage effects" such as affecting accuracy, screen picture, movement, etc, this idea has also been proposed before (albeit much less frequently). The problem for that is that even if the devs loved the idea and wanted to do it, it is much more technically challenging than changing the damage-range-delay, or other "cliche" changes to poisons and diseases. As such, it is much less likely to take effect (although I for one would love it if blind made the screen get very dim, for example).
Malovec
Tue Jun 01, 2004 8:48 am
#3

Very true. Maybe not so Perfect Dark, and maybe a more SWG feel, and just make them cause severe blindness, and dizziness.



"Dee Doo Dittle, Doottile!" - R2-D2
Kulian
Tue Jun 01, 2004 1:06 pm
#4

Something to add that would make this game even more fun. Givin that almost every other MMORPG has some way to mezmerize an NPC or player if you're into those pvp games. I would like to see your idea of anastesia blow darts or what not taken to the next level...players who are successfully hit/or npcs, by the dart will fall 'asleep' aka mezed for a period of time making combat in heavily populated places (DW bunker anyone? ) a little bit easier...this would give the combat medic the ROLL of crowd control...afterall they get area heals why not an area sleeping gas and a single target blow dart? Every other MMORPG has some sort of crowd control...why not SWG?Unless im forgetting something...KD barely cuts it as crowd control things stay down only a matter of seconds unless they are dizzy npc's and harder npcs are harder to dizzy. Any way id like to see a mez type of ability/dart/canister or whatever that only combat meds can use much like their stims/area stims to help with CC (crowd control). I am sure this has been posted before in different forums maybe even this one but this is the best idea yet...a blow dart that knocks your target out for 30-60 seconds...lower strenght maybe 10 seconds and master strenght (like sleep dart-D) would be 45 seconds. OMG this would be great to see in CM.


-Truwen
ValonHeler
Tue Jun 01, 2004 1:21 pm
#5

I like the idea for a CM weapon per se, but I think there should be a Pistol, Rifle and Carbine model available. Each one (pistol, rifle etc...) would use the mods your character already has; so if you are a Pistoleer/CM you would want to use the Tranq Pistol, not the carbine or rifle. Make the weapon use darts and the darts go into a small (5 to 10 shot) magazine. The magazine can only be filled with 1 poison or disease type at a time. This could be made so for single target attacks you use the dart gun, for large areas you use the grenades like there are now. This could also be done for the healing aspect. Single target heals by Stim launcher, area heals by stim grenade.



Sgt. Zarj Lorak
Military Division
Dark Star Syndicate

"The only thing we have to nerf are nerf's themselves" (FDR 1933)
jfang
Tue Jun 01, 2004 1:28 pm
#6


Interesting ideas. However, it is currently an accepted paradigm that carbineers are supposed to be the crowd control fighters. That is not to say that this means that only they can be effective against crowds, but be careful that we don't step too much on their toes.


What you are describing for the strength reduction already exists, albeit in a broken form, in diseases. Rather than add a new functionality, it would make more sense for them to fix the existing one.


While your idea for something to put the target to sleep for a short period of time in interesting, in my opinion it is far too powerful. Currently, state effects include "almost no defense for a minute", "hard to stand/position change for a minute", "half damage for a minute", and "lower accuracy for a minute". If you were to add a "can't do *anything* for a minute because you are asleep", it seems that that is a lot stronger than the existing states...

jfang
Tue Jun 01, 2004 4:37 pm
#7


Two other problems with a poison launching weapon is that:


1) It will require a major system change. Currently poisons are using the sameback-end architectureas stims do (which is what makes problems like throwing poisons from water, and probably 75% reduction if they wanted it, hard to implement), and to switch it to a weapon is likely hard. Furthermore, if it was changed to using a weapon, there are a lot of things which no longer make sense, such as potency, ranged treatment speed skill, combat medic effectiveness skill, implementing weapon speed and experimentation, etc. These can and would be changed, but it would be technically challenging to switch the system over if the devs to a weapon based system.


2) To some degree, this is starting to encroach on the territory of commandos, with heavy weapons. There is still a pretty clear distinction (biological used on organics versus explosive weapons used everywhere), and I doubt they would mind, but it should be kept in mind.


Neither of these is really a fundamental flaw, and both can be dealt with. However, there are a lot of difficulties and reasons why implementing a poison/disease weapon shouldn't or couldn't be implemented.



(I hope I don't sound too negative... Sorry... )
Malovec
Tue Jun 01, 2004 7:35 pm
#8

Well just a few points to address:




  1. Carbines. - If these were to be added, i think they should be automatically should in a distinct area.

  2. Poisons and Disease - These weapons were not to use those attacks. Only anesthesia.

Other than that though thanks for the replies. I think this would be pretty cool to see.





"Dee Doo Dittle, Doottile!" - R2-D2
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