Combat Medic Archive
Thread: Combat Medic/Doctor, a possible solution to the imbalance/PVP aspects.
Message Edited by Telakyte on 08-30-2004 09:15 PM
Telakyte wrote:
I've heard so many arguements for and against the changes to CM/Doc etc.
Have to admit I think alot of changes were good, just as many bad.
Here's an idea that's been running in my mind for a bit though. Doctor long ago was considered a medcenter/camp profession to a degree, since wound healing etc. is done there. The CM for a time was likewise considered adapt to in field medicine useage.
The game mechanics have changed drastically since then, and with the arrival of the DoT wars in full force, one must also notice the surge in doctor templates to compensate.
This has thus turned Doctor into an "infield" medical unit. Something drastically different from what one would think. Especially since it negates the CM to merely a Chemical Warfare specialist.
My suggestion is to neither nerf, nor enhance one profession. Rather to increase the original environment for both.
Give the Combat Medic a pack such as a "Poison/Disease Stabilizer Pack" (and the like for each other type of DoT*. THIS DOES NOT CURE THE EFFECT. Rather all it does is what a CM usually would do in such cases. Treat the injury/effect until the patient is able to get to a medical center/camp. This Pack would simply stop a tick, but not cure, thereby leaving the actual curing to a Doctor.
Because of this you could see how a CM would be a viable medical unit, without even touching a doctor's CURE ability. The packs would be timed, so they would lose affect, and would have to be used repeatedly until the patient reaches a doctor. Otherwise the Tick continues and the patient dies.
This would counter the new "Offensive/Doc" templates that are so FOTM, and refute the arguement that CMs get kicked out of the medical arena for the large part.
This would also bring about a new concept of In field camps, needed near a battle, for doctors to remain to treat the DoT'd. Now this concept isn't perfect, there's plenty of room for enhancements, ideas. etc. So give your input CMs. I'll be posting this in the Doc arena once I see the response to this.
Message Edited by Telakyte on 08-30-2004 09:15 PM
You realize this was alot like what was planned for the smuggler spice Liik. Instead of putting it on hold though it was going to mitigate it. The bonus was that it could be used by ANYONE.
somerandomuser wrote:
interesting..
so are you suggesting that the poison timer gets put on hold for the duration of the stabilization then picks up where it left off??
example:
health poison (duration 300 seconds) lands on target.. does damge..
30 seconds later CM applies 2 minute stabilization pack..
Poison damage gets put on 'hold' for the next 120 seconds at which point it will pick up again with 270 seconds remaining..
is that an accurate summation (with fictional numbers).. of how you intend this to work?
also.. what about re-application of poison.. or stacking of poison.. would these function as short term immunities to stacked/reapplied poisons.. or would you need to reapply the stabilization??
also do you figure on making them single target or area
and will they be ranged or rangeless??
very interesting idea.. i can't say as i 'support' it in its' present form.. as i see some things that would need to be clarified.. but conceptually i think it is worth pursuing
so are you suggesting that the poison timer gets put on hold for the duration of the stabilization then picks up where it left off??
example:
health poison (duration 300 seconds) lands on target.. does damge..
30 seconds later CM applies 2 minute stabilization pack..
Poison damage gets put on 'hold' for the next 120 seconds at which point it will pick up again with 270 seconds remaining..
is that an accurate summation (with fictional numbers).. of how you intend this to work?
also.. what about re-application of poison.. or stacking of poison.. would these function as short term immunities to stacked/reapplied poisons.. or would you need to reapply the stabilization??
also do you figure on making them single target or area
and will they be ranged or rangeless??
very interesting idea.. i can't say as i 'support' it in its' present form.. as i see some things that would need to be clarified.. but conceptually i think it is worth pursuing
As to the first questions mentioned: The packs would have to be constantly reapplied in cases of stacking etc. Why? Simply because it cancels a"one shot cures all" event. Some work should be required to treat them. But, so as not to cause a headache, and to also utilize the unique ability CM's havetheStable pack will be Ranged. Thusranged Stable pack affects all within CM's radius and keeps the CM busy "healing," while also allowing them to partake of their chemical warefare talent.
The assessment of the LightMage/DarkMage, yes, sadly that's what was more than likely the forerunner. However CM's do get ranged stims. These would be even more apparent if not for buffs etc. and the lack of taking consider damage to the HA in most fights PVP/PVE. I do however hope that to change in the fabled combat revamp. If it did, the Stable packs, along with Ranged stims would make the CM a powerful in field medic, as the name would suggest.
In regard to making Medical Camps? I really don't want to start tramping on Ranger and Scout's territory since their camps already allow forhealing etc. They were meant to be theestablishers of in field camps/healing areas sothere's little reason to add camps to another professoin. Also you run into the situation of who should make them: docs or CMs? A war's a brewing with that concept. Best to keep as much as possible without disadvantaging rangers/scouts all the more lol.
Final note: This is not a concept from a true Master of the Doctor/CM profession. I'm merely an observer trying to offer some bit of realism and equal opportunity to both professions currently ingame. I'm doing this because right now my area of expertise, WAR, is being influenced dramatically by this current situation. Therefore I'm calling on all True Masters of the profession to comment and give their knowledge etc. to assist in this endeavor. Thank you.
Brainplay wrote:
You realize this was alot like what was planned for the smuggler spice Liik. Instead of putting it on hold though it was going to mitigate it. The bonus was that it could be used by ANYONE.
nope had no idea.. don't pay much attention to smuggler/spice stuff..