Combat Medic Archive
Thread: Justifying novice medics with cures
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jfang
Sun May 16, 2004 8:07 am
#1
One of the major complaints of poisons and diseases is that if you are poisoned or diseased, you need a doctor to cure you. Compounded by the fact that finding a doctor to cure you is very hard to do, especially when overt, leads to the feeling that this is unfair.
One of the ideas which have been put forward to addresss this is to give medics at some level cure poison and cure disease. However, every time this had been put forward, the counter argument is that it would render combat medic poisons useless, and exceptionally nerf doctors.
However, if you look at the number, this is not the case. If, for example, you gave novice medic cure poison, combat medic poisons would still be very effective. Assuming you added a medicine use stat to cures, a novice medic might use a cure poison of strength 100 (with advanced components). If you add the fact that they have no skill modifiers, it would take 6 applications to cure a single mind poison from a master combat medic with 300 effectiveness.
Taking the time to use 6 cure poisons is an eternity in live combat, and the mind cost associated with it (if not buffed) is non-trivial. Crossed with the fact that since the mind poison is ticking all that time so likely a second person will need to help after the victim runs out of mind, a mind poison would still be crippling in combat. However, by making it so all medics can use a cure poison or mind, it will be much easier to get rid of the poison after combat ends and people have a break. It would also help eliminate the need to fly from Lok to Coronet to find a doctor to remove a disease before you are black barred.
Doctors would still have a place with curing poison and diseases in that they can cure 9 times faster (or more or less, based on how they balance the ease of use) than a novice medic, and in live combat that is essential. (And if the skill needed is wound treatment rather than injury treatment, they still will be twice as effective as a master medic or combat medic.) Furthermore, they would have a new market to sell product in and make more money.
However, this (especially with mind mitigation spice, depending on how it is implement) would help mitigate the feeling that people have that after they are poisoned, they are doomed to die. (Whether this feeling is justified or not is another debate though.)
One of the ideas which have been put forward to addresss this is to give medics at some level cure poison and cure disease. However, every time this had been put forward, the counter argument is that it would render combat medic poisons useless, and exceptionally nerf doctors.
However, if you look at the number, this is not the case. If, for example, you gave novice medic cure poison, combat medic poisons would still be very effective. Assuming you added a medicine use stat to cures, a novice medic might use a cure poison of strength 100 (with advanced components). If you add the fact that they have no skill modifiers, it would take 6 applications to cure a single mind poison from a master combat medic with 300 effectiveness.
Taking the time to use 6 cure poisons is an eternity in live combat, and the mind cost associated with it (if not buffed) is non-trivial. Crossed with the fact that since the mind poison is ticking all that time so likely a second person will need to help after the victim runs out of mind, a mind poison would still be crippling in combat. However, by making it so all medics can use a cure poison or mind, it will be much easier to get rid of the poison after combat ends and people have a break. It would also help eliminate the need to fly from Lok to Coronet to find a doctor to remove a disease before you are black barred.
Doctors would still have a place with curing poison and diseases in that they can cure 9 times faster (or more or less, based on how they balance the ease of use) than a novice medic, and in live combat that is essential. (And if the skill needed is wound treatment rather than injury treatment, they still will be twice as effective as a master medic or combat medic.) Furthermore, they would have a new market to sell product in and make more money.
However, this (especially with mind mitigation spice, depending on how it is implement) would help mitigate the feeling that people have that after they are poisoned, they are doomed to die. (Whether this feeling is justified or not is another debate though.)
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