Combat Medic Archive
Thread: A new Idea for Disease
So the damage caused by poison is useful but wounds caused by disease are just annoying and pointless. In PVP those killed while diseased that restart without a saved clone call the wounds they recieved griefing while those with a saved clone clear out the wounds. In PVE disease is just like a second poison layer, increasing the DOT by a little bit. I'd like to see Disease changed to make it's use more stratigic so here are some ideas, feel free to fiind the holes or submit your own thoughts.
Disease should have a crippling effect rather thanthe deadlyeffect ofpoison. A diseased player would feel physically sick and as a result all special actions would cost twice the amount of HAM to perform. (This would scale up for higher Diseases) The auto-regeneration of the main HAM bars, which is based on secondary stats, should also be slowed or even stopped.(Just resting won't let you recover damage till the Disease is cured) Finallystims and woundkits administered to diseased players should have a lessened effect, similar to healing someone with major BF.
All of this would make disease a way to amplify the effects of other things like poison and regular combat damage and while not appearing to be so bad as to require an immediate cure, being diseased could certainly turn the tide of a battle for a player.
Another thought would be the ability to add special ingredients, such as Sarlacc Bile, to add effects to the disease like dizzyness. For these kind of states however I prefer the ideas here in other posts to have specific items to cause all of the states that Docs can cure.
i like that a lot....try this out
why not do what you say, but have it so that if ur diseased, you automatically die if incapped...like the disease takes you over
hey Azton! Good post, there definitely needs to be a tune-up to diseases.
Lorenzo
ZZ, that would be cool but I bet people would complain when every time we disease+poison combo it means death.
Another thought might be to remove all enhancements on incap kind of like the removal upon cloning. Plus if a diseased player gets incappedwhen he getsup his regen is slowed and stims won't do much so he will be an easy target unless he flees the battle to find treatment.If a friendly doc is therethe doc is faced with the problem, do they cure the poison first, the disease, stim the health, or just let the poor sap die.
Hey Lorenzo, can I call you SkipDikman in-game now? ![]()
Azton-Cobalt wrote:
Disease should have a crippling effect rather thanthe deadlyeffect ofpoison. A diseased player would feel physically sick and as a result all special actions would cost twice the amount of HAM to perform. (This would scale up for higher Diseases) The auto-regeneration of the main HAM bars, which is based on secondary stats, should also be slowed or even stopped.(Just resting won't let you recover damage till the Disease is cured) Finallystims and woundkits administered to diseased players should have a lessened effect, similar to healing someone with major BF.
You can do that already. My favorite diseases to use when I use them (which is not often), are quickness and stamina, especially on the bounty hunters and the pistoleers, for several reasons...
1. They do not see the effects on the HAM bar, and my experience is that they usually ignore the disease for a longer time.
2. As thier quickness drops, this affects the HAM costs of special moves. This is devistating to a pistoleer with a very fast weapon that spams special moves.
3. As thier stamina drops, the regeneration of thier action bar also drops.
4. If the player ignores these 2 diseases (I rarely have time to throw more than 2) thier Battle fatigue goes through the roof, also causing them to get larger wounds. (Disease do cause battle fatigue already)
PLease note that players wearing armor already have low quickness/stamina stats and may be used to fighting this way or less apt to be affected. Players that do not wear armor and/or use spice/doctor/food buffs will REALLY hurt if the secondary stats drop a lot.
That's a good point, I never thought of hitting someone with multiple diseases, it's tough enough for me just to get out 1 disease+1 poison in time. Out of curiosity when you heap multiple types of disease or poison on a player, does a single cure from a doc cure multiple types of a poison or a disease?
Maybe that could be another way to distinguish a disease, rather than 1 type for each stat, a disease hits a random stat and if not immediatly treated starts to spread to other stats. To make it really fun if all of a player's stats become diseased he then could become contagious and spread the disease to other close players in his group, kind of like a weak area disease going off every few seconds with the victem at ground zero. "Johnny is turning green, kick him from the group before the outbreak gets the rest of us!" ![]()
Azton-Cobalt wrote:
That's a good point, I never thought of hitting someone with multiple diseases,
That's because either you or the target doesn't last long enough to let you throw multiple diseases.
Personal disease in PvP is pointless compare to the definite incap when a mind poison is delivered. Survival is the game and longevity is the key for all Combat Medic. I rather kill them or incap than have them run around diseased yet still an offensive force.
Tsu