Combat Medic Archive

Thread: Ranged stim A's, and non-combat medics

jfang
Fri Apr 16, 2004 6:25 am
#1











It seems like one of the major concerns of the combat medic community is the lack of things we can sell to non-combat medics. I would propose that we allow non-combat medics be able to use ranged stim A's, much like how novice medics can use stim B's.


How I envision this working would be that novice medic might get 1 combat medic use skill point, and each pharmacology box would give another point. Then, a properly crafted ranged stim A would be able to be experimented down to 1 combat medic use (and each successive box of pharmacology would allow the combat medic to avoid using one more experimentation point for combat medic use, thus improving the strength or range of the ranged stim A). These would be weaker than your doctor crafted stims, but would of course be ranged.


I have not done testing on the current numbers, but I would expect that a novice medic level ranged stim A would be around 10m and heal for around 100, and a master medic level ranged stim A would be around 15m and heal for around 300.


I would not expect that there would be a huge market for these stims, as people would likely carry one or two around "just in case" rather than crates of 50 at a time. However, it would give us a much needed market in which to sell crafted items. After all, how many times when you were hunting with a group as a simple medic did you get the "out of range" message, or need to try and chase down a patient who was desperately running from a creature?
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