Combat Medic Archive

Thread: New ideas: a wish list

jfang
Fri May 07, 2004 6:50 am
#1



I think we all have a lot of good ideas of "wouldn't it be cool if we could..." However, I do not believe that there is a comprehensive list somewhere. The basic idea being that if there is ever a combat medic revamp, we have something easy to point to which the devs can quickly reference to see if they are on the right track. So another fiasco like the proposed smuggler revamp doesn't happen. Ignoring technical limitations (do we really know the system architecture?), and balance issues (which is for the devs to wrangle with if they decide to implement), what do you think would be a fun, useful, and interesting thing for combat medics to be able to do?
jfang
Fri May 07, 2004 6:51 am
#2



Afew ideas I had been thinking about or have heard(and reasoning) are:

-debuff people (a pathogen affecting beneficial medical treatments)

-breeching armor,for examplereducing resistance by 30%) (via a chemical agent)

-induce nausea, which causes a person to throw up losing anattack round and posture (a sickness)

-cause blind, stun, intimidate, dizzy, or some combination thereof (a viral infection)

-cause enemies to move at half speed (sickness affecting combat abilities)

-cause enemies to attack at half speed (sickness affecting combat abilities)

-remove ability for player to tab through enemies (sickness affecting combat abilities)

-remove ability for player to use special attacks (sickness affecting combat abilities)

-making diseases contagious (as real life sicknesses are contagious)

-making area of effect attacks have a delay timer before taking effect, but remain in the area affecting those who come near (as real life biological agents do)

-creating innoculations (we can make the disease, why not a weaker version for innoculations?)

-creating a "cause DOT" weapon powerup (what's so hard about coating a sword with poison?)
Oismi
Sun May 09, 2004 10:00 pm
#3


Some of these suggestions are interesting, but i'd like to point out one real quick that would create an instant outcry.

-debuff people

This would create a huge uproar in the game against CM's.


-I think my favorite you suggested would be a DOT weapon Powerup.

Message Edited by Oismi on 05-10-2004 12:01 AM

Chivas
Mon May 10, 2004 1:25 am
#4

An antidote/vaccine vs. Poison, single and area.


Anantidote/vaccine vs. Disease, singles and area.


Cap itaround 50% maximum at master CM.


This would not work like the doctor cure poison/cure disease and completely remove the poison/disease. It would decrease the strength of the poison/disease up to 50%.


Perhaps make lower strength singles available in the regular medic tree (like 20% max), so it gives us a legitimate sellable item. AoE, only available to CMs - similar to area stims.


Something like this would balance our offense/defense potential a lot more and give us a sought after sellable item.






BristaAB
Mon May 10, 2004 3:31 am
#5

I love the antidote idea


Either that or NBC suits


It seems flawed that biological warfare should be an effective part of the game while the equipment usedto counter it in the real world is absent



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jfang
Mon May 10, 2004 11:23 am
#6


-When not in combat (eg. you are able to sit, and you do not have battle music playing), DOT attacks do less damage (since you can tend to your wounds, and not aggravate your bleeding, poison, or burning clothing)

-When in combat (eg, you are unable to sit, and have battle music playing), stims for everybody except combat medics is reduced in strength. This may or may not affect state cures. (since they are not specially trained, the chaos and stress of combatmakes non-combat medics less medically capable)
jfang
Tue May 11, 2004 9:32 am
#7

How about introducing a spice which increases arm strength. The effect would be to throw faster, reduce root time, and throw farther. The downer would of course be the opposite, you throw very slow and at close range.
jfang
Tue May 11, 2004 1:01 pm
#8

There is also the popular idea of increasing our damage in PvE combat. Possibly in conjunction with a PvP nerfing. For example, one such implementiation might be to double the damage in PvE combat, and implement a 75% damage reduction (so effectively in PvP combat, poisons do half their original damage).
jfang
Thu May 13, 2004 6:39 am
#9


Another idea would be for diseases, rather than affecting stats or states, affected skills. This might be done in two ways:


1) Changing the diseases entirely. Rather than a strength disease, you might have a neuro-degenerative disease, which reduces the weapon accuracy skill by 5 every tick (due to reduced vision, as opposed to some blood getting in the eyes blinding the victim). Another might be a wasting disease, which reduces the natural toughness of a victim.


2) Linking each stat to equivalent skills. For example, if a person has 10% quickness wounds, reduce all speed related skills (weapon speed, injury treatment speed, etc) by some amount (maybe 10%, maybe less). Or if a person has 20% constitution wounds, reduce the unarmed toughness skills by some amount.


Of the two, I prefer the second, in that it does not single out combat medics with a particular special ability, and would likelybe much easier to implement. Furthermore, if the skilllosswas linked to your base, unbuffed stats, it would make all diseases very useful in combat (as reducing a rifleman's speed skill by 10%has huge effect on the medics combat effectiveness), and prevent the current problem were a person has all the stat points in mind, and simply gets a buff for 2400 to all the health and action pools. (They still can, but 20 wound points out of 400 max will reduce your skills much more than 20 wound points out of 800 max.)
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