Combat Medic Archive
Thread: Should Enhancers Be More Effective Please Read!!!!!!
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Sketro
Wed May 04, 2005 1:31 pm
#1
I've been playing a Master Doctor/Medic/Combat Medic and have been having a blast on the new system. I like that it's more challenging now and can build effective groups. While playing the support character for my friends tanking templates I have become rather fond of this template and have some ideas that would make it a little more realistic in a way and give players of these professions something to spend the spoils of their adventures on, to get a little bonus for investing in items for the profession. I don't like that I can use my abilities without having a medical item, I'd like to see "Medical Bags" that have numerous charges on them, different types that would have increased charges for higher end types with an increased combat level requirement to use, no stat modifiers, just basic item with charges that grant you the ability to use medical skills, higher end commands like revive could take 2 maybe 3 charges do to scale of task. I ask this because of the "Magic" factor with how it is right now, shows your guy using items that you dont have. Just 1 type for basic uses for both professions abilities Doc and CM, to aviod mass items, and keep resources in mind for the requirements on the different types, all types should be relativly cheap- say theres an A,B,C,D target market around 1k,5k,10k,15k- top bags having 1k or more charges on them. Maybe even possibly loot enhancements could be built in for increased charges. When a player used a given ability it would automaticlytake charges from the pack or if he used an ability and had one of the enhancer packs it would auto use it over the med bag. The abilities without enhancer packs should remain so, using med bag charges and having same affect and duration as they do now.Enhancers should play a bigger role in the power of related abilities, given the resources and components reqiured now forenhancers they will be quite expensive for sure, but wouldgive advance players something to invest in toimprove their abilities ., if it were more effective, currently I'd just use pure skill. There are several things that any of the given enhancer packs could increase making them effective but not over powering, like duration, power, applying, range, and mind drain. Nut/End buffs , when used and top quality perfect enhancer pack in inventory, health/action - in addition to regular bonus 1-10% point increase and increased duration max 3hrs. These 2 packs should only be able to be use in hospitals, givingplayers who took dotor for money making a more effective buffing market because of duration, but still not too powerful to always be required and unbalance combat. Doctors in the field who use nut/end buff would not be able to apply enhancer pack buff, just the short 40 min 10% buffs that would take bag charges, besides nut/end buff all other buff should remain the same and be considered in combat abilities, using charges from med bag. If possible I'd like to see droids be aid's(not hospitals on wheels), givng doctors in hospital bonus in skill, and player hospitals be better than public hospitals, by allowing furniture to structure to skill enhancements (Bacta Tank- if player has one in hospital then he/she can heal any amount of wound in one heal, example). And with the other enhancers available , healing and combat meds, I would like to see more effectiveness in some way on each one, even if it ment taking a small hit on the basic ability, when using with med bag, to slightly better than they are now with enhancers, and i would like to see loot components available to be built into enhancers, like janta blood and rancor bile. All this would add so much for my character to look forward too, it's just nice knowing theres items out there that can make you better, and when you finally get the skill and the dough ahhh, satisfaction of accomplishment. But all in all I enjoy this template and the CU very much andjust want to hear some neg/pos constructive feedback on these ideas.
Pappi
Wed May 04, 2005 1:41 pm
#3
jeddy11 wrote:
owwww my eyes....![]()
mine too O.o I had to skip right to your post to avoid hurting myself
AqeousMann
Wed May 04, 2005 2:58 pm
#5
I didnt read your post but the answer to your question is yes.
Doctor_Zaius
Wed May 04, 2005 3:21 pm
#6
I think enhancers should be more effective. but not so effective that they will be the "MUST HAVE"
otherwise.. taking crafting out the profession was just mean...
I'd rather have our base heals be more effective.. and have enhancers be available for when you know you're going to be healing a lot more than usual.
Sketro
Wed May 04, 2005 4:41 pm
#7
yes I agree, I just want to see something I can do after master to improve my skills.
MataHairy
Wed May 04, 2005 5:31 pm
#8
I didnt read that big fat block of a paragraph, but here's my input anyway:
- Neurotoxin and Deuterium Enhancers are likely working as intended (about 20% max increase). See the following for details:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=51645
- Thyroid Rupture, Traumatize, Endorphin Injection (doc) and Nutrient Injection (doc) are only increasing duration and not effectiveness. This needs to get fixed because they arent worth the cost right now.
- I havent tested the Enhancers for Bacta Heals. One thing I can say though is that Bacta Toss, Bacta Jab and Bacta Infusion are WAY too expensive to be practical, especially now that docs have no regular source of income.
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