Combat Medic Archive

Thread: DEVS: Make Master CM Have Mind Heal Stims

Andholio
Wed Oct 22, 2003 1:37 pm
#1

Nuff said. Without stims, the damage is just too tough to bear. I'm already /shouting daily for entertainers on Dath, Dant, etc. with only silence. While TKM/CM is great for some, I think there is the "career healer" track for most (Master Doc/CM) and healing mind wounds no work well. So, devs, if you can please put in Stims for at least the Master CM, it would help supremely.
GhostfaceeChil
Wed Oct 22, 2003 1:47 pm
#2

well, have them work for us out in the field not in cities so we dont take away anything from entertainers




Ghostfacee Heeling - Novice Pistoleer / Expert Combat Medic
Chilastra Server

Chabooka - Master CH / Pistoleer
Lowca Server
Andholio
Wed Oct 22, 2003 3:50 pm
#3

Yeah, CMs should be field personnel always and just in heat of battle.
Rubb
Wed Oct 22, 2003 4:38 pm
#4

you talking wound damage or regular damage?i assume you are talkin wound,what with the new mind heal in the pipe...


combat medics and entertainers will become a close knit bunch, everyone grab a partner.


Personally i think its a stupid solution to a fairly large problem. why would i want to bring someone back who is incapped from the mind only to take away from my ability to heal for the rest of the group. i thought the saying was "for the good of the many".


now if say, little joey pistoleer could do the mind heal and pump all the MCM's and MD's now were talking.


when i read one of the posts talking about this heal, a squad leader popped in and said something to the extent of, "combat medics got the mind heal squad leaders should have had", and i agree. squad leaders should have healsthat damage the squad leader that use them, much the way this new mind heal works. if one is givin to the medic community i think it should be in stim form, now im the last one who wants to craft more garbage.


now these stims (thats all they are just mind) more crap to clutter the already crowded backpack, they cost the same as normal stims to use, but the kicker is this, the recipient would take say... 10% of the heal in wounds, thus continueing the SWG chain of... whatever.


So basiclly marksmen A gets to close to the battle/pulls agro, and the dathomir witch rolls up works his melon over, doctorA/combatmedicA would come up and lay a mindstim on him it hits for 300pts, wham marksmenA just earned 30pts of mind wounds.


the said marksman is nearly 100% battle efficent still, but if he goes down say 5 more times he will only be about 50% efficent till he runs to town to talk to his favortie entertainer.


the only downfall i see with something like this is the ability to grief heal someone, so it would be an imperfect solution for a far from perfect game.



Kavedawg
Wed Oct 22, 2003 5:46 pm
#5

yeah...I've kidnapped a Twilik dancer and keep her stashed in my backpack now. I really do hope they tone down the damage a bit



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Pappi
Thu Oct 23, 2003 1:09 pm
#6

*muffled* let me out! let me out! *pound on backpack*


i gotta say though, with all those mind healing you've been doing, you're an excellent healing xp source





stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
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