Doctor Archive
Thread: WHAT IF!!!
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Hippofighter23
Tue Jan 04, 2005 8:01 pm
#1
i posed this on the CM board and got a varied response...so ill ask all you docs, and ill hope griggs responds as well...
ive been thinking latly about what the definition of a docter and a combat medic is, and i propose this idea.
What if combat medics were the only class to be able to healin combat, after all they are called combat medics, so they should be able to heal. HOwever, docters, you never hear of a docter on the battlefiels (in RL) they are usially the people back at the medical centers healing the wounded. Docters would not be allowed to heal in combat, meaning they would be able to buff still ( i like buffs) but their heals were tuned up to make it so people would want to get healted by a docter, so they woudl want to come out of a fight for a minute to get healed by a docter, while Combat Medics would heal long distance regular stims to heal light to moderate heals...
Also, what if mind poisons were tuned down to be proportinal with the mind HAM bar. Health and action acn be buffed very greatly and can be immine to poison sometimes, so maybe mind was turned down so that CMs would rethink hitting the mind, and be encouraged to hit other HAm parts..
just my 2 cents, i would like to hear constructive critisism....
Bsshadow
Wed Jan 05, 2005 9:21 am
#2
I would say 50% of the people would leave the game if this occurred. Why? Because that means anyone who lives on using Stim B's during fights would not be able to anymore because they are not "Combat Medics". This wouldn't just affect doctors, but every single person that takes Novice Medic in order to use Stim B's. So bad idea in my opinion.
Vedacon
Obata
Wed Jan 05, 2005 11:37 am
#4
I voiced my opinion on the CM board already, so I'll only repeat that I don't like it.
Dovakic
Wed Jan 05, 2005 12:06 pm
#5
I dunno if this qualifies as constructive or not, but about the worst idea ive read today.
Coran_Sienar
Wed Jan 05, 2005 12:08 pm
#6
Let's take away the Combat Medic's poisons and his ability to heal outside of combat or in med centers to balance things out in your scenario.
I agree that's about the worst idea I've heard.
As for what happens in Real Life (tm), there are full-fledged doctors who serve in Special Forces (including Delta.) In fact, a dentist who fought in Mogadishu as a member of Delta Force was given the Medal of Honor posthumously. What was that B.S. about docs not being in combat?
Message Edited by Coran_Sienar on 01-05-2005 02:10 PM
Xplak
Wed Jan 05, 2005 7:08 pm
#7
Yup doctors do go into combat in RL. It may not be their main purpose, but it never hurts to have a trained medical person on the field now does it. Combat Medics can't heal states, healing states during pvp is a very viable tactic and removing their ability to do that, would reduce docs to sole buffing machines. That would be very boring not to help friends in combat.
Keldaria
Thu Jan 06, 2005 3:30 am
#8
hey heres an idea ... instead of nerfing doctors to define combat medic ... whynot give COMBAT medics something beside poison and disease they can use during a fight .. i mean cummon there no more of a combatant then a Doctor is so if i was you i'd suggest that instead ... would go over alot easier with more people
and before we start on that let me clarify i don't mean make them their own Combat profession .. i mean give them some skill with a weapon .. proferablly close range because that would make the most since.. like a pistol becuase they need to stay close to the fight to heal... how many times in real wars do you see a combat medic in the back with a sniper rifle ? and since they have some marksman i say give them a line for pistols .. alittle speed alittle acurracy afew commands but not much more
Message Edited by Keldaria on 01-06-2005 02:36 AM
Brainplay
Thu Jan 06, 2005 4:57 am
#9
Bsshadow wrote:
I would say 50% of the people would leave the game if this occurred. Why? Because that means anyone who lives on using Stim B's during fights would not be able to anymore because they are not "Combat Medics". This wouldn't just affect doctors, but every single person that takes Novice Medic in order to use Stim B's. So bad idea in my opinion.
Vedacon
StimB's shouldn't be that powerful in the first place. Not for a novice level profession. StimC's though would be fine.
Coran_Sienar
Thu Jan 06, 2005 7:02 am
#10
Actually Stim B's were supposed to require Pharmacology 1. Their med use was lowered because newbie players were getting destroyed by low-level MOBS while trying to heal themselves with Stim As.For some odd reason *cough* Jedi Grind *cough* grouping with doctors and medics lost favor and people wanted a powerful ability to heal themselves while soloing.
Brainplay wrote:
Bsshadow wrote:
I would say 50% of the people would leave the game if this occurred. Why? Because that means anyone who lives on using Stim B's during fights would not be able to anymore because they are not "Combat Medics". This wouldn't just affect doctors, but every single person that takes Novice Medic in order to use Stim B's. So bad idea in my opinion.
Vedacon
StimB's shouldn't be that powerful in the first place. Not for a novice level profession. StimC's though would be fine.
Message Edited by Coran_Sienar on 01-06-2005 09:02 AM
DrNeek
Thu Jan 06, 2005 9:06 am
#11
Medic is short for medical, not short for healer. By definition, a Doctor is an expert at healing. You will mostly see medics as people who stabilise patients untill they can be seen by Doctors. So the fact that combat medics can use some medications but not all, and the fact that they have better range is perfect.
Pahdbacca
Thu Jan 06, 2005 10:40 am
#12
Coran_Sienar wrote:
Actually Stim B's were supposed to require Pharmacology 1. Their med use was lowered because newbie players were getting destroyed by low-level MOBS while trying to heal themselves with Stim As.For some odd reason *cough* Jedi Grind *cough* grouping with doctors and medics lost favor and people wanted a powerful ability to heal themselves while soloing.
Message Edited by Coran_Sienar on 01-06-2005 09:02 AM
Not true.
Stim Bs were lowerd to med use 5 in beta because in the medic crafting line, once you gained the ability to craft a stim, you lost the ability to craft the stims below it.
Medics were becoming gated because they would take Organic I before they learned Pharm I. Then they could only use stim As but could only craft stim Bs. The devs had to make stim Bs usable at novice for a quick fix. They later got rid of the 'lose the lower stim schematic' rule, but never switched stim Bs back to requiring Pharm I.
pircio
Thu Jan 06, 2005 12:01 pm
#13
pahd i'm not trying to get into an argument on this one, but it seems as though they left and forgot a lot of things that they were 'supposed to' or 'going to' do. so making reference to them isn't really the best thing to do.
as far as the original post goes.... what are you crazy? ok lets take healing away from docs, and give them al to the combat medics. since they're the only ones that can heal medicslose the ability too, cause if doctors cant have healing, niether can medics.
this is wrong on so many levels...
CM's vs Docs
cause poison buffs
cure poison buffs
heal damage buffs
heal wounds buffs
heal states buffs
you are stupid, who would want to be a doctor at this point? you also effectively remove a tree from the doctor column, and add a 5th to the CM one. Docs can hardly craft at this point, all they have left is MAKING/SELLING/USING buffpacks. You are such an idiot, if you take a patient to the hospital, do they BUFF THEM? no they fix them, ass. combat medics are proactive towards killing the enemy, IE poisoning etc, and ranged healing. doctors are held back because they heal more at a time, cure status effects, but not in a range.
first off, don't come pokin around the doctor forum with nonsense unthought of bullsh!t if you don't have at least a 6th grade education. its DOCTOR... IT SAYS IT AT THE TOP OF THE PAGE.
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