Combat Medic Archive
Thread: The problem with Cures
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Kavedawg
Wed Aug 04, 2004 1:04 am
#1
Bah...was gonna post how cures are actualy more than a "counter" to poisons and overpowered, but it would be restating information in posts I have already made and would feel too much like beating a dead horse
Account hasn't run out yet....guess I'll be a pest for as long as possibe
Pahdbacca
Wed Aug 04, 2004 1:18 am
#2
Bah! Say it again.......Saying something once already never stopper the nerfherders...in fact, they seem to be proud of the ability to argue points ad nauseum or however you spell it..
Kavedawg
Wed Aug 04, 2004 2:30 am
#3
well then....I guess it would go something like this
Everyone looks to the doctor's cure pack as "The Counter" to all of the various combat medic poisons and diseases, I however have a different view. The doctor cure arsenal now consists of 1single target disease cure for 9 types of single target CM diseases, 1 area disease cure for 9 types of Area Effect CM diseases, 1 single target poison cure for 3 types of CM poisons, and 1 area posion cure for 3 types of CM area poisons. Also thecure packs operate as an eliminatior and not as a true "counter". A "Counter" would be something that followed the same rules as poisons and disease, but would operate in a reverse fashion. To be fair, if a doctor is to "counter" offensive skills of a CM, the doctor should be required to use a counter active medicine for each type of CM poison or disease. For example, If a Master CM threw a mind poison with a effectivness rating of 600, then a MASTER Doctor should be required to apply a Mind poison counter with a effectivness rating of 600 to BLOCK a target from taking any damage, and then the "elimination" pack (cure) would be used to remove the state.
The fact that Cures do not follow the same rule set as poisons is also seen where "stacking" is concerned. If a CM is to realize full damage potential from poisons, they must apply the Class A single and area, Class B single and area, and Class C single and area poisons of single pool to a target. There is no added increase in poison damage beyond the first application of poison if the same class and type poison is used. Also if a second CM throws a poison at a target there will be no added damage taken by the target if the same class and type poison is used by both CM's. Doctor cures ignore this rule and a single doctor can spam /curepoison with only one A class cure pack to eliminate 100% of the poison. If two doctors are using a class A cure then the effectivness of the cure adds. This creates an unbalancing element in favor for doctors.
my suggestion (prolly saw it already)
Here are my compiled thoughts on the subject, chew it up if you feel it necessary.
Innoculations (Doc crafted, Doc & CM used)
give doctors the BASE blueprint (resource requirements do not differ between a health poison and a mind poison)of the CM's single (doc version)and Area (cm version) poison/disease and use the same resources and components exceptfor the infection amplifier slot. Repace the IA requirement with a Liquid Suspension requirement with quantity of liquid suspensionsdependenton the innoculation class (A class, B class, or C class) .
- Doctor version
- Long lasting with an effectivness rating less than a single CM poison
- Must be applied in a medcenter or near a droid
- can only protect one pool from poison and two pools/substats from disease
- single target only (like current doc buffs)
- Doctors can not stack the A, B, and C class innoculations
- Long lasting with an effectivness rating less than a single CM poison
- CM Version
- Short termwith an effectivness ratingless than an area poison duration equal to area poisons of the same class
- can be applied in the field
- point blank AE only hits members in the CM group
- Can be stacked on a doctors innoculation or could be applied to a second pool
- CM's can stack the A, B, and C class innoculations
- Short termwith an effectivness ratingless than an area poison duration equal to area poisons of the same class
The innoculations should reduce the damage tick of a poison and allow the doctor to "cure" the poison or disease easily, not add direct resistance
Cures should be weak and only used as the "finishing touch" to rid a player of poison or disease and doctors should rely on another medical "counter" to ease the final removal of a poison or disease state. The higher class cures would offer a higher effectivness rating to give more room for error so if there were a large difference in effectivness between the counter medical pack and the actual poison, the poison status could be removed with one application from the high level cure pack, whereas a low level cure would need 3 to 4 cure attempts.
Message Edited by Kavedawg on 08-04-2004 04:35 AM
Pappi
Wed Aug 04, 2004 2:56 am
#4
hey hon(s) 
warry, I copied your post over to the correspondent forum, hope you don't mind
warry, I copied your post over to the correspondent forum, hope you don't mind
Brainplay
Wed Aug 04, 2004 4:31 am
#5
Its simple: Make innoculations "mitigation" devices to slow the poison down by a certain percent of the damage. This allows doctors more time to reach the victim in order to cure them or in the case of area cures more time to get a huge number of people in the same area. This also allows for added survivability in a chemical warfare saturated area instead of the insta-death we are used to.
Innoculations have always been given by nurses or people of the "lesser" medical category. Doctors invented and manufactured the stuff but didn't apply it since its "beneath" their skills. Innoculations were never blanket preventions but only tailored to a specific type of disease or poison and therefore should not blanket all general poisons and diseases so easily.
Short term innoculations for CM's
Point blank area cures for Doctors
That gives something to everyone.
p.s.- Doesn't matter how strong an innoculation is, if you are hit with enough of a poison or disease you will succum to the effects due to saturation....even if its chicken pox.
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