Combat Medic Archive

Thread: CM Use Skill Tapes ?

bbrbendejo
Thu May 27, 2004 2:26 pm
#1


Yes, all those people could use the different doc/med/CMitems, but with less effectiveness than if they had more skill boxes. Seems like the kind of trade offs that the entire skill system is based upon. Perhaps the med use tapes could be limited to +10 instead of +25 so that it would be enhancing without being "game breaking". For a medic to use ranged stims they would also need tapes for CM range since they would get an error that the patient is out of range (even at 1m, I've tried it as 0-0-0-4 CM).


The arguments used against these med use tapescould also be applied to many of the crafting profession experimentation tapes. For example a 0-4-0-4 weaponsmith with +25 to experimentation could craft nearly all the guns in the game with a savings of 29 skill points over the masters. In this situation they are trading off the ability to craft some of the weapons for skill points.


If these are not intended to work have they been removed from the loot tables? I looted the tapes that I have about a month and a half ago.

Message Edited by bbrbendejo on 05-27-2004 02:31 PM



- Crijan - Scylla
- Cree - Scylla
- Pao - Lowca
bbrbendejo
Fri May 28, 2004 12:21 am
#2

Excuse me if the answer to this question lies somewhere but I couldn't find it.


Do Combat Medicine Use skill tapes work yet? I have +9 to CM med use which would allow me to use higher level meds that I had crafted as a master before dropping down a bit for other skills, but the tapes didn't work. I would get an error that said that my current med use is below the required med use (med use skill = +75 (+84), med use required = +84). Eventually I gave up and dropped CM all together, but would like to come back whenever this is fixed.


This is probably not a big deal to all the master's who i assume are the biggest users of this forum, but would open some options for the 4-4-0-4 dabblers out there.



- Crijan - Scylla
- Cree - Scylla
- Pao - Lowca
vortexala
Fri May 28, 2004 12:26 am
#3

Combat Med Use and Med Use skill tapes do not work and never will. They would prove to be gamebreaking.

and, btw, this answer is in the FAQ



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
bbrbendejo
Fri May 28, 2004 12:34 am
#4

Sorry, the wording "Med Use Skill Enhancers" was a little different than what is normally used for the tapes. I don't understand what the big deal would be with these skill tapes working. Can you explain why they would be "game breaking"?





- Crijan - Scylla
- Cree - Scylla
- Pao - Lowca
vortexala
Fri May 28, 2004 12:40 am
#5

They would allow someone with, say, Novice Medic and maybe one or two boxes of Pharm to use C/D stims. It would allow someone with only a few boxes of Doctor to use the D-Level Enhances. It would allow a Non Master Combat Medic to use Master Level Poisons and Diseases.

Basically it's giving away too much of the skills within the medical profession for free without skill point expenditure.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
jfang
Fri May 28, 2004 12:46 am
#6


Even worse, it would allow a (rich) novice medic to use ranged stim B's (I think those are 25 CM use), and actually let you bypass an entire profession if you were so inclined.


Hmm, this might actually give us a market to sell stuff in... nah.

Obata
Fri May 28, 2004 7:44 am
#7

The difference between these tapes and the experimentation tapes is that the use skill enhancements do not help masters while experimentation tapes do. The medic who wanted to use ranged stims wouldn't need any tapes other than CM use. The range modifier is applied to ranged stims the same way CM effectiveness is applied to the effectivenenss of poisons. It's not surprising that you got out of range messages. Line of sight issues have long been a problem with our stims. I still get those messages sometimes, even well within my range.

As for the tapes still dropping, they shouldn't, but it seems they still do.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
bbrbendejo
Sat May 29, 2004 12:08 am
#8

What about pistol, unarmed, or 1-hand speed tapes? These don't benefit masters of their particular craft as they have already reached speed caps, but no one is complaining about those tapes.


I think all the tapes are pretty much a bad idea, but if we are going to accept them as a part of the game then I still don't see a reason against the med use variety.





- Crijan - Scylla
- Cree - Scylla
- Pao - Lowca
Obata
Sat May 29, 2004 12:14 am
#9

The weapon speed tapes are more like the injury/wound treatment speed and the weapon damage tapes are like the injury/wound treatment tapes. The med use tapes were like having tapes that grant weapon certifications. Obviously those will never exist. Yes, the med use level is a modifier, but it takes the place of certifications for all the meds.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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