Commando Archive

Thread: Commandos and Medicine Use

Grakis
Thu Jul 01, 2004 10:08 am
#1

Got to thinking about this while I was talking to my guildmates and trying to determine if there was such a thing as medicine use SEAs (no BE clothes that do it either, found that out some time ago). Think about it - why couldn't commandos have a small amount of medicine use knowledge? Nothing big, just the +5 to grant acess to stim-Bs, stuck somewhere in the field tactics line, you know with that defense we don't have but should. After all, combat medics get terrain negotiation (as much as a master scout, I might add), but don't require a single box of scout as a prerequesite.

And it would make sense when you think about it. Regardless of how exactly you think commandos should be represented in SWG, we can all pretty much agree that we're supposed to be sort of a special forces elite type. So why wouldn't we be trained to heal ourselves to some degree. In real life, most military special forces require some kind of medical training for applying aid to themselves and their squadmates - it takes a significant amount of time and resources for a government to train these guys to do what they do, you'd want to avoid having to replace them regularly.
Skeptic666
Thu Jul 01, 2004 10:24 am
#2

that is what stim as are for. If you want medic take medic is all I can say.


Im not sayin it would not be nice. Seing how the new bh pistol stuff gives me no room for medic now


But all that will do is cause more need for a nerf for us. THey can heal them selfs with bs why cant we yada yada. Ya know





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Hellshot
Thu Jul 01, 2004 10:30 am
#3

There are no med use tapes. There were some after launch but they got rid of them/deactivated them if I remember correctly.



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SioBabble
Thu Jul 01, 2004 11:40 am
#4

Med use SEAs are still in the game, but they don't work, mainly because they obviated the requirement to spend 15 SP to use a stim-B.


Medics (I used to be one; first profession I mastered) would be understandably upset if one of their skills was undermined in this way.




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ghola_flurry
Thu Jul 01, 2004 1:53 pm
#5

I always thought it didn't matter what your med use skill was. You could have +90 med use but without /healdamage what good is it?



-----
-Ghola Talax :: Master Weaponsmith, Master Doctor - Minister of Business Affairs for Talon Morte
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Grakis
Thu Jul 01, 2004 2:13 pm
#6

I don't see how that takes away from medic. No one looks for a medic because they need someone to use a stim-B on them. Its like the camp thing - the fact that you can now call pets/vehicles without them doesn't really take away from anyone using a more advanced camp, since you didn't need anything more than a basic camp to call your pets and vehicles. And like I said, combat medics get as much terrain negotiation as a master scout without having to taking any scout skills, smugglers get to craft things without taking any artisan skills - if you can do that, why not with medicine use?


Now I'll admit, I was just sort of thinking aloud here, and it probably would never work out. It just doesn't seem fitting to require 15 points for something so very basic that you essentially need in combat (unless you're contstantly grouped with a qualified medic, and none is all the time). Its kind of like a "silent prerequesite". It seems like it should be acquirable elsewhere, like in commando or smuggler (commandos being special forces types, smugglers using drugs), or as a constant in all elite combat profession master boxes - up there with the ranged or melee mitigation 3. But I'm guess I'm alone on this issue.


And you may be right, Ghola - I was thinking /healdamage was a constant skill like /attack, but it may be a medic thing. In any case, if they did give medicine usage to another profession, you'd of course give them /healdamage as well.
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