Combat Medic Archive

Thread: Who gets area cures, and other cross-class abilities

jfang
Fri Apr 09, 2004 7:02 am
#1





One of the major debates about area cure poison and diseases (and possibly states) is who gets them. Should a doctor get *area* cures, or should a combat medic get area *cures*? How about the answer, "both", sort of. As star wars galaxies stands now, neither idea makes very much sense. So, what I propose is to develop a cross-class ability system.


In this case, to use ranged and area cures, you need to have some doctor and some combat medic. A master combat medic with a few doctor skills might get ranged area state cures. With a little more, get poison cures, and with more get disease cures. A master doctor with a few combat medic skills would get ranged cures, and with a little more get ranged area cures.


Beyond doctor-combat medic integration, integration, there are several other examples of ways to better integrate classes. Imagine, somebody who is part ranger and part bounty hunter being able to throw their traps on people (bounty hunters being people who specialize in hunting people of course). Or somebody who is part dancer and part musician can get some new flourishes while playing an instrument (as many musician flourishes are dance steps anyway). I can think of several others, but I think you all understand where I am going with this.


In essence, this would be taking the idea of cross-class skill mods (the bounty hunter getting some pistoleer speed, the now infamous defense stacking, etc) to the next level of development, and make such customization available to everybody, not just combat classes.


I think this would be a great way to implement area cures, it would add content to many classes, and allow a way to further distinguish your character from others. After all, then not every master class would be identical. (E.g. some master combat medics would have area poison cures, and some would have a +50% damage bonus when poisoning creatures.)
Tlk
Fri Apr 09, 2004 8:26 am
#2


Ignore my post I reread yours and didn't fully grasp your ideas, very interesting post.

Message Edited by Tlk on 04-09-2004 08:28 AM

CMMaster
Sat Apr 10, 2004 2:01 am
#3

Its a good idea the problem of the fact is that you would have to be 3 professions to be this super "hybrid" class....


Plus combat medics already have to rely on doctors to begin with, we would like to keep it in line and make our profession support itself, such as the abilitiy to experiment on our own subparts to make our stims.


I know what you are saying and it makes sense, but IMO keep it in line with professions, give Master CM the ability to throw a ranged poison cure C. Doctors already have enough advantages over our profession.



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

ceaser78
Sun Apr 11, 2004 11:56 am
#4

I think this post merits additional discussion.
catalyst1234
Mon Apr 12, 2004 11:02 am
#5

it should go like this:


if poison is aoe it should affect everyone in the aoe group mates and the cm him/herself


think about it if u gas a building with "friendlys" in it there gonna get gased as well


doctors should get the aoe cure which also prevents poison/disease for maybe 30-45 seconds


and a cm should get the ability to cure them selves


Mercuri
Mon Apr 12, 2004 2:35 pm
#6






CMMaster wrote:

Its a good idea the problem of the fact is that you would have to be 3 professions to be this super "hybrid" class....


Plus combat medics already have to rely on doctors to begin with, we would like to keep it in line and make our profession support itself, such as the abilitiy to experiment on our own subparts to make our stims.


I know what you are saying and it makes sense, but IMO keep it in line with professions, give Master CM the ability to throw a ranged poison cure C. Doctors already have enough advantages over our profession.







Hahaha...what can we do? Buff all the stats so you can throw 1 mind posion to kill everyone in an area? Sounds like the CMs got the short end of the stick all right.






Kylian Redeyez---Poison Sponge of MC
EgoHazer
Anshar
Mon Apr 12, 2004 11:16 pm
#7

I think this is a VERY good idea. it would really eat up alot of skill points, but would be VERY effective.


the ranger/BH thing was sweet to



Zanibar - Fencer Stacker
Bubb Rubb - Your Worst Nightmare
Pilai
Tue Apr 13, 2004 4:52 pm
#8

I'm probably not making any friends by saying this, but I just don't think the healing of poisons should rely on the same skills as applying them. I think doctor NEEDS to have the area cures because otherwise all fights will still come down to who has more CMs. What we want is for a goodbalance of CMs andDocs. Just imagine if doctors had to get some of commando to be able to heal flames and you'll see where I'm coming from I think. I do realize that area heals of any kind are what a CM is for, but you just can't have the same profession both healing and poisoning.
Anshar
Tue Apr 13, 2004 6:37 pm
#9






Pilai wrote:

I'm probably not making any friends by saying this, but I just don't think the healing of poisons should rely on the same skills as applying them. I think doctor NEEDS to have the area cures because otherwise all fights will still come down to who has more CMs. What we want is for a goodbalance of CMs andDocs. Just imagine if doctors had to get some of commando to be able to heal flames and you'll see where I'm coming from I think. I do realize that area heals of any kind are what a CM is for, but you just can't have the same profession both healing and poisoning.







you misunderstanding him.


What he is saying is that they should have to have a combo. of Doc AND CM to use AoE cures.




Zanibar - Fencer Stacker
Bubb Rubb - Your Worst Nightmare
Pilai
Wed Apr 14, 2004 8:59 am
#10

I completely understand that, thats not what I was saying. I'm saying that you CAN'T make CM a requisite for area poison/disease cures. You should only need doc and that is all.
Padtai
Wed Apr 14, 2004 10:48 am
#11

Its a neat idea--but actually the more likely way soe would implement cross -class dependancy is to require one class to make parts the other uses. This is the way Cm's used to depend on docs before CM's got the compoonent schematics to make poisons.


CMS often say they depend on docs to make parts--though its not true any more. Master medics can make all the components that go into area heals including the advanced versions.. Its just that *most* CM's want the ones made by docs b/c of doc's extra experiment points. Sorry, I may beforgetting some *other* part that docs make that combat medics *need* for combat medic items.


But that aside,many CM's complain they don't have something to sell the way docs have stims and buffs.And master docs complain they don't really have a *big* reason to get master over the small buffing bonus it provides (25% is about 200 pts on the average 2k buff).


So a solution to all of the problems:


docs get a new schematic at master for a poison/disease toxin that serves as a *component* part. It requires essentially the same parts as poisons/diseases, plus 2 other ingredients like reptile meat and minerals or something,so the eventual cures will not be quite so available as the poisons themselves. This is the way buffs compare to stims--they require mostly the same stuff plus avian meat and reactive gas. The idea is that Cm's complain how hard it is to make good poisons--so any innoculation should be equally tough so it will not overpower CM's.


CMs take the component parts to make innoculations. The innoculations could be one of two types-- some type of % resist to poion/disease, or some type of reduction of damage.. or perhaps both--this is where CM's would need to discuss what type of innoculation would be right so as to keep them usefulin PVP beyond throwing ranged heals. Anyone with Master Medic can apply the innoculation. Giving people a reason to *master* medic besides wanting to be a CM or Doc. Again, I expect innoculations would be *as hard or harder* to make then poisons, so it would undercut any argument that CMs might make that poisons are so tough to make that there ought to be no defense against it other than after the fact cures.


Since CM's would profit from the sale of innoculations, it would offset the reductioninnoculations would make to their combat ability, and allow players a way to defend against CM's without requiring doctor or tka, though likely to be a *fairly* expensive way so that not everyone pursues it. This might encourage more diversity in profession choice.


Now I haven't refiend the idea that well, but I think it would solve several issues in the game ....and as SOE likes to encourage crafting as the unique aspect this game has that other online games don't, it also fits in with that...




Pilai
Wed Apr 14, 2004 2:09 pm
#12

I think the idea of componentdependencies is great, but there still needs to be area cures. What if the combat medics made the components for ANY cure poison/disease packs from now on,both single and area types. Then doctors get to use the cure and area cure. CMs themselves could use and make innoculations using their own parts (and possibly some from doctor). Doctors would be able to cure on the fly and CMs could prepare their group so they wouldn't need always need adoc to cure. Area cure could have a lower resist value than area poisonsso it might have to be used more than once, and could fail on individuals just like area poison/disease works.


Also, I've been thinking about the whole idea behind area cures being combat medic territory. I agree completely about healing, evenarea state cures if they would ever be possible, just not area poison cures. Until now I never could really put words towhy I thought this though. If you gave doctors the ability to poison/disease single people, then I could see the area cures being CM only, but I don't think that caseis fair any morethan most of you would. Poisoning or diseasinga person/persons is DEFINATELY combat medic territory, and just in this way curing a person/personsof poison or disease should be a doctor's duty. Innoculations are nice, but they couldn't be 100% innoculations or it would be a complete nerf.There has to be an ability to remove the status once you have it, rather than just the ability to prevent it somewhat.


Anyways, this is far from a complete idea, anyone can feel free to add to it or rip it apart
ceaser78
Mon Jan 17, 2005 12:56 pm
#13

I think this post merits additional discussion.
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