Combat Medic Archive
Thread: Diseases, a new idea ( I hope)
Hey all, waitin to connect this morning (Eclipse, it goes with the turf) and was thinking about how diseases could be changed to, well, be more useful, heres what I came up with
What about diseases, instead of causing wound damage over time, make the afflicted person immune to heals of that stat, thus if you catch a health disease, heals won't work on your health bar until cured or cloned. This could be useful in many ways, without having alot of the "griefing" properties of total black bars that current diseases cause, I'm not sure it actually IS griefing in many cases, but anyways...
This gives diseses a more immedite effect, and will make the doctor that much more "combat useful"
Input, thoughts, ideas, and complaints all welcome
that would be nice. I wouldnt have an objection to that at all. lol
although what is the PVE aspect? I dont know of very many mobs that actually heal themselves. Some npcs do, spellweaver comes to mind. Just have to consider PVP and PVE aspects for the disease issue.
Darth,
I think this is a very intersting idea and one i'd fully support. This would do away with the secondary versions of the diseases. One could see a reaonable 1 time damage upon contact...say maybe equal to 1 tick's worht of damage currently.
Very interseting idea.
Jacore, MD/MCM, Tempest
Diseases stopping heals in one of the pools would be great in PvP though - perhaps they could be implemented as a different type of disease... a virus perhaps?
ok, I don't know if anyone noticied this but Darthlicious is from the future. Just look at the post its dated 2 week from now. (10-26-2003 05:49 AM )
I like the idea of poisons affecting primary stats and diseases affecting secondary stats.
In fact, I like it a lot.
I also support the idea of each stat disease producing a different state effect (dizziness, stun, etc...).
Of course, this means three types of poisons and between one and six types of diseases, depending on how many secondary stats are affected by a given disease. This may be a lot of programming to ask for, but in this case, I believe the result would be worth the effort.
Johaan, MD, CM(4,4,4,1)
Starstrider
I like the concept, but I think it would move us into the "over-powered" category. Once area diseases are fixed, we would simply start stacking an area disease on top of an area poison, creating an unhealable action or health dot similar in power to our current mind dot. There is no way that doctors could keep up curing. Perhaps there are other ways this could work - reduce the effectiveness of healing by a percentage based on the quality of the disease, for example, until the disease runs its course or gets cured.
Of course,it would begreat fun to see all the /eyeshot spammers drop when they can't heal their action bar.
Heres a possibility.... you disease health, it ticks off for a couple hundred points of wounds very quickly, say 2 ticks, then stops. It stays on the targetfor a reasonable amount of time ... say 5 minutes (preventing re-application), and does not cause any more wounding. Perhaps while the disease is present you cannot be healed by stimpacks (or they suffer a massive reduction in effectiveness only to that stat),which wouldkeep a purpose for cure disease.This makeswounds to heal, downtime is not as long, but still present;and it wont black out a bar completely so its not a real harsh griefing tool.
I think with these changes, that diseases would become really viable tools in PVP. They would be reducing effectiveness, rather than becoming an instant win like area poisons.
Im not sure what ramifications that they would have for all pvp situations. Area poisons are already extremely strong in group situations, and when they fix area diseases, just imagine how effective a currentarea mind disease would be. You cant heal mind wounds in the field. Mind damage will regenerate, or be fixed (somewhat) upon a rez.
Perhaps a change like this to diseases, and a removal of the incap on mind damage would be a good combination. I would take it one step farther though, and remove mind damage completely, so that NO class can injure mind. Save it for specials or something. (Yes I know that BH's and Riflemen would scream bloody murder about their eye shot and mind bleeds / headshots, or other CM's would be moaning about area mind poisons. But in my opinion, the capacity of any class to be able to do damage to a unhealable pool that can result in death is simply overpowered. At the very least, doctor buffs would be in wild demand! =)