Combat Medic Archive

Thread: A Modest Medical Proposal

TFA_Maverick
Sat Jun 19, 2004 4:09 pm
#1


Alright, I make an appearance on these forums only very, very rarely... but as one of the guys who has been a medical professional since getting the game on launch date +2 and getting all the way up to MD the "legit" way (by *gasp* healing people!)... I'm gonna throw in my two bits and radical ideas. |: )


I originally posted this in response to something on the doctor forum, but given that I diverged into issues directly relating to medic and combat medic as well, I thought I'd bring this to your respective forums as well.


I'll admit up front, my perspective might be skewed a bit because I've always been involved in this game for the roleplay aspect, but I think the ideas are sound regardless. What has happened to the doctor profession is just a radical paradigm shift from being "healers" to instead being "enhancers." For the first several months of the game, doctors were respected and admired, and could actually roleplay being doctors, going and doing time in hospitals to heal people (and even make a decent enough living doing so). This came to a crashing halt as soon as ultra-buffs became common.


The situation as it is now, is that doctors no longer act like doctors; they're assembly-line manufacturers, sitting in the middle of city streets with people lining up in front of them for buffs, to be given in a quick and orderly fashion. The same ultra-buffs make wound healing almost completely obsolete, as they seem to drastically reduce the chances of taking and/or noticing any wounds, so any wound-healing by docs that goes on now is expected to be a free appetizer added on before the next round of buffs. In short, it has become possibly the ultimate gold-mine for opportunistic grinders in the game. Other than buffs, docs are seen as useful to a much lesser extent only for resurrection, and to an even lesser extent for poison and disease cures.


What the Devs and players need to decide which of those paradigms they ultimately want doctors to be: Healers, or Enhancers. If it is Enhancers, then I guess things can go on much as they have for the past half-year. If, on the other hand, it is Healers (which I think and sincerely hope it is), there are some things that can be done to reduce its enhancement addiction and bring it back. Some of these fundamental ideas...


Eliminate Buffs (Or nerf them drastically) - No matter who you are, you know in your heart of hearts it's what needs done. I wouldn't shed a tear if doctor buffs were totally removed from the game. The first argument from people is, of course, "How will I wear my armor?!" Well, my answer is you probably shouldn't be, at least not as much or of certain types... but that is an entirely different discussion for an entirely different forum. Suffice it to say, I've got theories as to what could be done to armor and weapons with the combat balance that all work out well and even with a massive buff nerf or elimination and make things much more balanced, but for the sake of argument here, and talking about strictly existing situations: does it really (truly) make sense for every single type of character in the game to be able to ever run around in full, super-resistant composite armor whenever they can spend three minutes and a few thousand credits to get a buff? If buffs are to be left in the game, then they should be limited to absolutely no more than 500-900 per attribute at the very, very highest.


If We Keep Them, Give Buffs Drawbacks - Even at nerfed effectiveness, there needs to be something to discourage people from refusing to do anything without buffs. Not neccesarily as harsh as some spice downers, but something. One simpler idea might be to limit the number of attributes that can be enhanced on a singled character at any given time (such as only health-related or action-related)... on the other hand, if we keep the current six attribute buffs at new nerfed levels, have potential side-effects with frequency and severity increasing directly proportionally to the strength of the buffs. These would be normal existing status conditions that could range from simply puking fits, to sudden agitated mental states (strong stunning or intimidation, or both), to severe dizziness, to even hemmoraging (a decent strength mind-bleed). This could also give an excuse to use A-C rated enhances in addition to D's... the most severe side-effects (such as hemmoraging) would be exclusive to D's, while you could expect much lighter side-effects (if any) for A's. The game would make a random check for your character every time a certain duration passes... such as a 10% chance every 20 minutes for A's, a 15% chance every 15 minutes for B's, a 20% chance every 10 minutes for C's, and a 20% chance every 5 minutes for D's.


Also, excessive steroid (buff) usage could be further penalized by having that every time you take a set of buffs over once in a 12-24 hour period of actual in-game time (counting re-buffs after deaths), you run an increasing risk of developing semi-permanent side effects. The chance would increase by, say, 10% for every buff session over the first until the character takes an appropriate length of time "buff-free." These semi-permanent side effects could resemble some spice downers by lowering the value of an attribute (or set of attributes) by 100-200 for 3-6 hours. These penalties would also immediately nullify any buffs given to the attributes in question that caused them. Or, alternatively, you could say that every single time a buff wears out, you suffer a downer to that attribute depending on what class of buffs was used... and re-buffing it starts from the downed value, but also further increases the value of the pre-existing downer when it wears out, until a certain "buff-free" time period elapses.


Reduce Stim Yield and Increase Stim Requirements - It's kind of crazy that a person with no more than novice medic can used a cranked up stim B to completely heal an un-buffed character. I say reduce stim yield across the board by about 10-20%, and increase the med usage requirements for all of them except A's to 5 or 10 higher than they currently are. This would be geared more towards giving plain medics a role again, in that you'd need one with you at almost all times to get any appreciable damage healed... and they'd have to have at least a moderate bit more than just novice medic to do any good.


Simultaneous Doctor and Combat Medic Ability Changes - I don't know how many of you are familiar with ever playing any sort of fantasy-ish RPG, but I have a vision of what doctors and combat medics could be in a loose sort of way. Imagine, if you will for a moment, that docs and cm's are "chemical mages." If you were to say that doctors, as healers, are supposed to be 'white chemical mages', and combat medics are to be 'black chemical mages,' then you suddenly have a bit stronger framework for what role exactly that each is supposed to play, and what abilities they should have.


Combat Medics: Would be primarily offensive and chemical warfare units. They would retain the most basic area stim usage, but all of the more advanced area healing would be transferred to doctor. In exchange, CM’s would gain a range of new chemical attack options to make them a mostly self-sufficient and viable combat profession (albeit one definitely limited by ‘ammo’). New gas and chemical area attack weapons would be given to them, which would be direct damage instead of DOT applications. Some advanced chemical weapons could also give other states in addition to damage (or alone), such as area stunning, dizzing, or even acid sprays that cause bleeding to a random pool. They would also have ‘spray guns’ that function as normal single-target ranged weapons that would deliver more concentrated damage, wounding, and/or status effects than the area variants. Additionally, one tree would gain CM’s excellent resistance to poisons and diseases, and some resistance to other states as well


Doctors: Would be primarily defensive and restorative characters. They would gain the entire progression of ranged healing stims currently exclusive to CMs. Additionally, high level or mastery of the profession would grant area state heals and anti-toxins to cure poisons, diseases, and other states (perhaps even an area coagulant for bleeding). Finally, docs would gain a new class of rated items in the form of vaccines, and a new ability to use them. Vaccines would be specific to a certain state (definitely poison and disease, but possibly others such as anti-stun, anti-dizzy, etc) and require application in a hospital. Afterwards, they’d grant about two hours of protection in the form of a +10-+50 defense bonus against that particular form of attack.



In the end, the sooner we eliminate the buff-craze and start getting some revamp akin to these kind of ideas implemented, the sooner we once again have a set of equally unique, valuable, and versatile medical professions that are all fun to be and roleplay. Think about it... Who knows, maybe these ideas will grow on you. Now I will take cover and prepare for the rocks that are going to be thrown at me. =)



Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
TFA_Maverick
Sat Jun 19, 2004 4:10 pm
#2



Alright, I make an appearance on these forums only very, very rarely... but as one of the guys who has been a medical professional since getting the game on launch date +2 and getting all the way up to MD the "legit" way (by *gasp* healing people!)... I'm gonna throw in my two bits and radical ideas. |: )


I originally posted this in response to something on the doctor forum, but given that I diverged into issues directly relating to medic and combat medic as well, I thought I'd bring this to your respective forums as well.


I'll admit up front, my perspective might be skewed a bit because I've always been involved in this game for the roleplay aspect, but I think the ideas are sound regardless. What has happened to the doctor profession is just a radical paradigm shift from being "healers" to instead being "enhancers." For the first several months of the game, doctors were respected and admired, and could actually roleplay being doctors, going and doing time in hospitals to heal people (and even make a decent enough living doing so). This came to a crashing halt as soon as ultra-buffs became common.


The situation as it is now, is that doctors no longer act like doctors; they're assembly-line manufacturers, sitting in the middle of city streets with people lining up in front of them for buffs, to be given in a quick and orderly fashion. The same ultra-buffs make wound healing almost completely obsolete, as they seem to drastically reduce the chances of taking and/or noticing any wounds, so any wound-healing by docs that goes on now is expected to be a free appetizer added on before the next round of buffs. In short, it has become possibly the ultimate gold-mine for opportunistic grinders in the game. Other than buffs, docs are seen as useful to a much lesser extent only for resurrection, and to an even lesser extent for poison and disease cures.


What the Devs and players need to decide which of those paradigms they ultimately want doctors to be: Healers, or Enhancers. If it is Enhancers, then I guess things can go on much as they have for the past half-year. If, on the other hand, it is Healers (which I think and sincerely hope it is), there are some things that can be done to reduce its enhancement addiction and bring it back. Some of these fundamental ideas...


Eliminate Buffs (Or nerf them drastically) - No matter who you are, you know in your heart of hearts it's what needs done. I wouldn't shed a tear if doctor buffs were totally removed from the game. The first argument from people is, of course, "How will I wear my armor?!" Well, my answer is you probably shouldn't be, at least not as much or of certain types... but that is an entirely different discussion for an entirely different forum. Suffice it to say, I've got theories as to what could be done to armor and weapons with the combat balance that all work out well and even with a massive buff nerf or elimination and make things much more balanced, but for the sake of argument here, and talking about strictly existing situations: does it really (truly) make sense for every single type of character in the game to be able to ever run around in full, super-resistant composite armor whenever they can spend three minutes and a few thousand credits to get a buff? If buffs are to be left in the game, then they should be limited to absolutely no more than 500-900 per attribute at the very, very highest.


If We Keep Them, Give Buffs Drawbacks - Even at nerfed effectiveness, there needs to be something to discourage people from refusing to do anything without buffs. Not neccesarily as harsh as some spice downers, but something. One simpler idea might be to limit the number of attributes that can be enhanced on a singled character at any given time (such as only health-related or action-related)... on the other hand, if we keep the current six attribute buffs at new nerfed levels, have potential side-effects with frequency and severity increasing directly proportionally to the strength of the buffs. These would be normal existing status conditions that could range from simply puking fits, to sudden agitated mental states (strong stunning or intimidation, or both), to severe dizziness, to even hemmoraging (a decent strength mind-bleed). This could also give an excuse to use A-C rated enhances in addition to D's... the most severe side-effects (such as hemmoraging) would be exclusive to D's, while you could expect much lighter side-effects (if any) for A's. The game would make a random check for your character every time a certain duration passes... such as a 10% chance every 20 minutes for A's, a 15% chance every 15 minutes for B's, a 20% chance every 10 minutes for C's, and a 20% chance every 5 minutes for D's.


Also, excessive steroid (buff) usage could be further penalized by having that every time you take a set of buffs over once in a 12-24 hour period of actual in-game time (counting re-buffs after deaths), you run an increasing risk of developing semi-permanent side effects. The chance would increase by, say, 10% for every buff session over the first until the character takes an appropriate length of time "buff-free." These semi-permanent side effects could resemble some spice downers by lowering the value of an attribute (or set of attributes) by 100-200 for 3-6 hours. These penalties would also immediately nullify any buffs given to the attributes in question that caused them. Or, alternatively, you could say that every single time a buff wears out, you suffer a downer to that attribute depending on what class of buffs was used... and re-buffing it starts from the downed value, but also further increases the value of the pre-existing downer when it wears out, until a certain "buff-free" time period elapses.


Reduce Stim Yield and Increase Stim Requirements - It's kind of crazy that a person with no more than novice medic can used a cranked up stim B to completely heal an un-buffed character. I say reduce stim yield across the board by about 10-20%, and increase the med usage requirements for all of them except A's to 5 or 10 higher than they currently are. This would be geared more towards giving plain medics a role again, in that you'd need one with you at almost all times to get any appreciable damage healed... and they'd have to have at least a moderate bit more than just novice medic to do any good.


Simultaneous Doctor and Combat Medic Ability Changes - I don't know how many of you are familiar with ever playing any sort of fantasy-ish RPG, but I have a vision of what doctors and combat medics could be in a loose sort of way. Imagine, if you will for a moment, that docs and cm's are "chemical mages." If you were to say that doctors, as healers, are supposed to be 'white chemical mages', and combat medics are to be 'black chemical mages,' then you suddenly have a bit stronger framework for what role exactly that each is supposed to play, and what abilities they should have.


Combat Medics: Would be primarily offensive and chemical warfare units. They would retain the most basic area stim usage, but all of the more advanced area healing would be transferred to doctor. In exchange, CM’s would gain a range of new chemical attack options to make them a mostly self-sufficient and viable combat profession (albeit one definitely limited by ‘ammo’). New gas and chemical area attack weapons would be given to them, which would be direct damage instead of DOT applications. Some advanced chemical weapons could also give other states in addition to damage (or alone), such as area stunning, dizzing, or even acid sprays that cause bleeding to a random pool. They would also have ‘spray guns’ that function as normal single-target ranged weapons that would deliver more concentrated damage, wounding, and/or status effects than the area variants. Additionally, one tree would gain CM’s excellent resistance to poisons and diseases, and some resistance to other states as well


Doctors: Would be primarily defensive and restorative characters. They would gain the entire progression of ranged healing stims currently exclusive to CMs. Additionally, high level or mastery of the profession would grant area state heals and anti-toxins to cure poisons, diseases, and other states (perhaps even an area coagulant for bleeding). Finally, docs would gain a new class of rated items in the form of vaccines, and a new ability to use them. Vaccines would be specific to a certain state (definitely poison and disease, but possibly others such as anti-stun, anti-dizzy, etc) and require application in a hospital. Afterwards, they’d grant about two hours of protection in the form of a +10-+50 defense bonus against that particular form of attack.



In the end, the sooner we eliminate the buff-craze and start getting some revamp akin to these kind of ideas implemented, the sooner we once again have a set of equally unique, valuable, and versatile medical professions that are all fun to be and roleplay. Think about it... Who knows, maybe these ideas will grow on you. Now I will take cover and prepare for the rocks that are going to be thrown at me. =)



Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
TFA_Maverick
Sat Jun 19, 2004 5:51 pm
#3

Two more things that I forgot, which are probably the easiest and least drastic proposals of all of them:


Surgical Droids are Assistants, Not Hospitals - Droids are supposed to be medical assistants in optimal situations, but buffing or healing in the streets of Theed or the mud of the Mining Outpost are hardly optimal situations. In such situations, the droids are more important in at least simulating the hospital environment than increasing performance. As such, a medical droid in the field that is being used for a skill that would NOT ordinarily require a hospital (stimming, curing) would give its normal, full bonus; however, a droid in the field being used for a skill that WOULD ordinarily require a hospital does NOT grant a positive bonus. Instead, that droid would merely make the immediate area of him count as a hospital (as they currently do), but with a major performance cut from real 'clinical' conditions; this would take the form of a -50 to a -15 modifier to the appropriate skill depending on the quality of the medical module (in increments of five). The minimum skill the doctor in question can be reduced to by such a penalty is +5. BE clothing and any other bonuses would also be capped in such situations, so that the absolute maximum functionality achievable is a net modifier of 0, meaning whatever you'd normally get without any special equipment in a hospital.


Taverns Aren't Hospitals Either - At the moment, all taverns act as normal, fully-equipped hospitals... which doesn't make a whole lot of sense. I propose that taverns (and any other "sim-hospital" structures, including personal homes) should no longer count as hospitals at all unless a surgical droid is present. If a surgical droid IS present, then they perform under the same penalties and rules as described in the above section, EXCEPT that any such penalty is reduced by 10, to represent the slightly more stable and sterile conditions of such a structure. This would mean that the penalty range is reduced from -40 to -5... so that even the most advanced surgical droid could not make a Mining Outpost tavern as beneficial to the health of its patients as a normally equipped hospital facility. Once again, BE clothing and any other bonuses would also be capped in such situations, so that the absolute maximum functionality achievable is a net modifier of 0, meaning whatever you'd normally get without any special equipment in a hospital. And yes, this means you would be incapable of getting enhanced buffs under the current system, or normal healing on planets like Dathomir, Endor, etc, since they have no hospitals or player hospitals.



Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
TFA_Maverick
Sat Jun 19, 2004 5:56 pm
#4


Two more things that I forgot, which are probably the easiest and least drastic proposals of all of them:


Surgical Droids are Assistants, Not Hospitals - Droids are supposed to be medical assistants in optimal situations, but buffing or healing in the streets of Theed or the mud of the Mining Outpost are hardly optimal situations. In such situations, the droids are more important in at least simulating the hospital environment than increasing performance. As such, a medical droid in the field that is being used for a skill that would NOT ordinarily require a hospital (stimming, curing) would give its normal, full bonus; however, a droid in the field being used for a skill that WOULD ordinarily require a hospital does NOT grant a positive bonus. Instead, that droid would merely make the immediate area of him count as a hospital (as they currently do), but with a major performance cut from real 'clinical' conditions; this would take the form of a -50 to a -15 modifier to the appropriate skill depending on the quality of the medical module (in increments of five). The minimum skill the doctor in question can be reduced to by such a penalty is +5. BE clothing and any other bonuses would also be capped in such situations, so that the absolute maximum functionality achievable is a net modifier of 0, meaning whatever you'd normally get without any special equipment in a hospital.


Taverns Aren't Hospitals Either - At the moment, all taverns act as normal, fully-equipped hospitals... which doesn't make a whole lot of sense. I propose that taverns (and any other "sim-hospital" structures, including personal homes) should no longer count as hospitals at all unless a surgical droid is present. If a surgical droid IS present, then they perform under the same penalties and rules as described in the above section, EXCEPT that any such penalty is reduced by 10, to represent the slightly more stable and sterile conditions of such a structure. This would mean that the penalty range is reduced from -40 to -5... so that even the most advanced surgical droid could not make a Mining Outpost tavern as beneficial to the health of its patients as a normally equipped hospital facility. Once again, BE clothing and any other bonuses would also be capped in such situations, so that the absolute maximum functionality achievable is a net modifier of 0, meaning whatever you'd normally get without any special equipment in a hospital. And yes, this means you would be incapable of getting enhanced buffs under the current system, or normal healing on planets like Dathomir, Endor, etc, since they have no hospitals or player hospitals.



Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
jfang
Sat Jun 19, 2004 7:41 pm
#5


You mentioned several drastic changes, some of which I agree with and some of which I do not. There are a few too many points to respond individually to short of writing a2 page message, as most of your points have drastic repercussions to the game. There are two general things I want to point out though.


1) It sounds like you want to make "doctors" be doctors/medics/combat healers, and make "combat medics" become "biological warriors". However, from the last 19 answers response to the combat medic's question, it sounds like this is not the inclination of the devs. The response of the devs can be summarized as saying "CM's are possibly primarily healers, but it really is up to individual players to choose what they want to do." Furthermore, the majority of the combat medic community on the forum seems to prefer to be healers/support characters rather than primarily being combatants. Therefore, your idea of remapping both of skill sets will likely not happen as you have it stated.


2) You talk about stims, buffs, and what not is somewhat premature at this point. Semi-official statements from the devs say that the buffs (among other things) are being changed with the combat revamp. I wouldn't be surprised if the devs took the opportunity to change how stim B's work, among other things. So many of the things you mentioned may be changed, or the framework of the game changed to such an extent such that your other points are no longer relevent. We'll all know more when (or if)the sandbox comes out...
BurningNinja
Sat Jun 19, 2004 8:45 pm
#6

Well, most people wouldn't shed a tear if the combat medic profession were removed from the game. Except of course for the combat medics. Buffs don't need to be touched, it just lets average players take on mobs that normally only a group of masters could. Theres nothing that needs changing. Except of course for the combat medic profession.
TheDarkTrumpet
Sat Jun 19, 2004 9:58 pm
#7

I agree in some areas of this. I'll try to give my points a bit more clear:

1. Buffs are good, and should remain the way they are. Some people simply can't level without buffs. I agree though that medical droids should be changed. I can heal much stronger with my droid than I can in a hospital...this isn't really good is it? I think all things should be moved to the medical facility more than anything else.

2. Increase the HAM of every high level thing out there to insane levels. This may force everyone to buff for it, but groups will be better off. One will actually NEED to group to take out a nightsister elder. Increase the attack too, so groups are common again.

3. Ban all tumbling in the medical facility. I agree that tumbling is way overrated, and yesterday when I tried to stop some tumblers, I got yelled at quite a bit about it (enhanced the secondary stats of the afk tumblers so they wouldn't lose HAM). I think the devs should remove ALL combat from medical facilities total, and if someone is in battle, they can't enter the cantina, or the medical facility at all. If people have a TEF, same deal. If overt, and init into battle, kicked immediately out of the building.

I think these would help out some. I agree that the role-play for docs has pretty much gone. I still spend time some days sitting in medical facilities (many times in Moenia) healing people. I feel sorry for the newbies since when they die, it's hard to find someone to heal them. I'm there for them, though.



Darkfas - Kauri Server - 0/4/4/0 Ranger, 3/0/2/4 BH, 0/4/0/0 CH
TDT - Kauri Server - Master Armorsmith, Master Doc
Fesrir Lightstar - Pikeman / Smuggler
LittleStewie
Sun Jun 20, 2004 12:28 pm
#8

I agree with much you suggexted.. I played the unmentionable game (eq *gasp!*) for several years on and off, and my favorite class was always the shaman.. why? because i didnt care to be a tank or a wizard.. i liked being like BASF.. i dont make you.. i make you better. to me, that was the most fun. This currently is the role a doctor fills in swg. Which is fine, whatever the name, the outcome is the same.


The outcome of the final product though,is vastly different. A shaman in eq (and i know im comparing apples and oranges here between the different games, but the basic role is still the same... i.e. making you better at what you do) could buff a melee class maybe an extra 20 to 40% combat effectiveness. a doctor in swg can buff you to several hundred % combat effectivness. (i know that armor has a part in this as well, but i believe buffs are the primary problem causer, simply because with buffs, you wear armor like clothing. you worry none at all about encumbrance.. therefore the only negative effect of armor is negated).


case in point... I, a mon cal master swords, with a few tka, scout and half of the medic tree, can reach and solo the acklay... the boss of the THIRD HARDEST DUNGEON IN THE GAME. i have soloed at least 30 nightsister elders (without force powers though.. which is a completely different gripe about the dumbing down and nerfing of npc's). This should not be possible. and shame on the devs for making it so. it belittles all you accomplish in this game. the first time i soloed acklay... i was WOOT!!!!! OMFG GUESS WHAT I DID!.. now.. all i think is **edit**?no bones? jeez. Same goes for the rancors.. by the time i got the nerv to actually fight them... i slaughterd them. then i wondered WTH is so special? i didnt even break a sweat. even on ancient bulls.


I guess what im saying with all this is buffs (in their current state)and to a lesser extent armor, are NOT good for this game. theyve taken the fun and strategy out of it. as well as the sense of accomplishement for extraordinary feats. remember when it took 30 people, several pets and an AT-ST or 2 to take out a krayt? you spent half an hour talking about it. now, after you kill a krayt with 2 or 3 people helping you, you wonder why the loot sucked.


so for my recomendations for buffs... well, for the primary HAM bars, leave em be. or cut em by 25% maybe. 2k extra ham without the secondaries only helps you be a better damage sponge.. which would still be needed. it'd be the person docs would heal.

For the regen secondaries, i'd make them short live regen stims.. kindof a heal-over-time. or a much lower power regeneration stim(longer lasting).

for the Ham cost secondaries... well, dont get rid of them, but a max of 3-500 would be in order. this would make you have to decide if armor was worthwhile or not.


also, make thes buffs last for a limited time(30min-1hour) if the doctor just buffs you, and rather longer lasting if the doc that buffed you was in the group.



Odi-
MasterSwordsman, Master indecisive dabbler.
MasterNerfSlayer
Sun Jun 20, 2004 6:06 pm
#9

Ok, sorry I skimmed most of your document (seeing I'm at work) but I did so because I saw a few of your bold titles regarding nerfing of doc buffs.


Doc buffsare inline for balancingin the combat balanace. You wont see docs buffing for multiple thousand points after then. I totally agree that doc buffs are currently too poweful, and so do the devs, and they have noted that the buffs are now far more powerful than they had predicted they would become. Trust the creative gamer to find a way to maximise everything


Also noted once before is that medical droids are not replacements for hospitals, and the 110 rating on them was a bug, one that they did not deem to be critical to fix, but it will happen eventually. Part of that fix is medical locations now overriding your droid rating.


So yes, you are correct on both accounts there, and changes are already planned.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

jediattempter
Sat Sep 25, 2004 9:46 am
#10

wonderful ideas but instead of houses never counting as hospitals it should be possible to declare oneas a hospital if u have master doc because hospitals are cutrrently very small being able to use houses which are generaly bigger would be great



DOWN WITH X BOXES DOWN WITH PLAYSTATIONS DOWN WITH GAMECUBES UP WITH COMPUTERS
Ittaof
Sat Sep 25, 2004 4:18 pm
#11

*lobs a rock in the direction of Maverick*


you suggestions are going to be attacked sooner or later so i guess i'll start. in reference to combat medics you say that all area heling should be transferred to docs, no. a combat medic is trained in quick healing of everyone around him, and doing a good job at it. doctors work on one patient at a time. area heals should not be as powerful as say a stim-e or possibly stim-d's due to the dispersal effect, you'd have to make one very powerful drug to hit that good when dispersed into a cloud.


as for nerfing/removing doc buffs, i don't like it, think of the day when a lot of people get together to say, "Hey, wanna go see if we can kill a Janta?" as a group of 3 or four master combat professions, now, i wouldn't mind the increase in spice business, but you have to look at the bigger picture, if you killed a nightsister you'd be the baddest person out there because 1. you survived Dathomir and 2. you were the lucky one to survive in your group of 20, the others are now chock full of wounds


i know i do many things without buffs, partly because i can never find any doctors but also because most of the stuff of lok or naboo cant be taken on by a former cm that still has master medic and pistoleer with some teras kasi thrown in for taste.


as for reducing stim yield and increasing the requirements? no, a novice medic heals slowly enough as it is, much less having to use stim-a's all day healing for 50 at a time, hope you have plenty of mind, i guess that commmando that has novice medic for healing himself will have to find something else to spend those 15 skill points on.


allright, thats it for now, have fun picking this apart
MasterNerfSlayer
Sat Sep 25, 2004 7:22 pm
#12






Ittaof wrote:

*lobs a rock in the direction of Maverick*


you suggestions are going to be attacked sooner or later so i guess i'll start. in reference to combat medics you say that all area heling should be transferred to docs, no. a combat medic is trained in quick healing of everyone around him, and doing a good job at it. doctors work on one patient at a time. area heals should not be as powerful as say a stim-e or possibly stim-d's due to the dispersal effect, you'd have to make one very powerful drug to hit that good when dispersed into a cloud.


as for nerfing/removing doc buffs, i don't like it, think of the day when a lot of people get together to say, "Hey, wanna go see if we can kill a Janta?" as a group of 3 or four master combat professions, now, i wouldn't mind the increase in spice business, but you have to look at the bigger picture, if you killed a nightsister you'd be the baddest person out there because 1. you survived Dathomir and 2. you were the lucky one to survive in your group of 20, the others are now chock full of wounds


i know i do many things without buffs, partly because i can never find any doctors but also because most of the stuff of lok or naboo cant be taken on by a former cm that still has master medic and pistoleer with some teras kasi thrown in for taste.


as for reducing stim yield and increasing the requirements? no, a novice medic heals slowly enough as it is, much less having to use stim-a's all day healing for 50 at a time, hope you have plenty of mind, i guess that commmando that has novice medic for healing himself will have to find something else to spend those 15 skill points on.


allright, thats it for now, have fun picking this apart


Easy.


It's being changed whether you like it or not (cept the ranged stim part, that's staying a CM thing...)


How's that for picking apart?










RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

TFA_Maverick
Sat Sep 25, 2004 11:54 pm
#13

I'm surprised this got resurrected after all this time... in that time, some of these, mainly the vaccines against states, have actually been implemented, and others have been hinted at coming. But there is one point you made that I'll grace with a reply, heh...




Ittaof wrote:


as for reducing stim yield and increasing the requirements? no, a novice medic heals slowly enough as it is, much less having to use stim-a's all day healing for 50 at a time, hope you have plenty of mind, i guess that commmando that has novice medic for healing himself will have to find something else to spend those 15 skill points on.






That's the point!


=)





Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
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