Doctor Archive
Thread: The Combined Wound Pack~ A new Schematic.
Great Idea for an additional Master Doctor's multiple healing wound packs! Works out fine with me ![]()
"I guess I should add that my personal take on this is that I don't think this needs to be a Master Doc thing, and that reduction of how many of all the different types of meds and buffs we have to carry around would be a good thing in general. "
I am going to completely disagree with this. Having combined packs reduces the wound healing time by an extreme amount. Even just an Action/Health combined pack would cut the time in half. At the moment there is a noticable difference between being master and having the common dabble of 0,4,3,4. That zero there is wound healing speed and as we stand now, the only true benefits to having master is the boost in speed and small +25 to treatment. Cutting the time in 1/2 (H,A) or 1/6 (H,S,C,A,Q,S) with combined into one heal would make master doc = 0,4,3,4. If your going to attempt to allow that, then you must scale the power of the packs according to the amount of stats it can cure at one time. Sure i'd like to have the maximun abilities with the minimum skill points used, but then wth's the point of including master in the game? So we have a tag that is kinda similar to a rl doctors pager?
Two things, first I also like the idea of staggering something like this out, similar to the way AoE packs are staggered for CMs. Interesting idea.
Second, Stating this should not, necessarily, be a MD only thing does not invalidate or exclude other abilities for MD. Sure you cut something in half in time, but an MD using one of these packs (assuming it's broken out into a minimum of 2 pakcs) makes wound heling a 2-3 shot (at most) process, so you cut that MDs healing time down as well. Beyond that, though, I think Enhance Ds are very much worth it.
Still many thingk MD is worthless. Fine, Of course it is only 1 skill point to get there, but there are also many other ideas to help out what goes into MD. This doesn have to be "the" idea that goes there, IMHO.
The reason is that MDs are not the only ones that have to deal wtih the inventory management problem. Cures, Enhances Stims and Woundpacks take a massive toll on inventory for ALL Docs, especially when we cannot use the standard commands we are given for the class because they are too stupid to look into packs and just as stupid about choosing the right med to use even if they did look there. I also think the DB issue is a pretty big one. If removing 2 melons from the game has a significant impact, I think something like this would help as well and that issue would not just impact us Docs, but every single playuer in the game.
To men the benefits of allowing it more widely would greatly outweight the lesser benefit of making MD more desireable.
There is also an unspoken consideration among players that Master should be this uber-spot and highly desireable to the players, but I'm not convinced the design team wanted to encourage completely focused characters. I think very few Master levels are such a big boost over "dabbling" because they wanted to encourage diversity more than specialization, or so it would seem to me. Now that may be a design flaw, since most players seem very much to prefer the idea that to be a Master at something should have some big benefit, but I think it may have been designed with the idea of being the way it is.
Remember that Mastering a profession in this game is nothing like making Level 60 (or whatever the heck it was) in EQ. It only takes a few months and is only the beginning of the road for this game. Spending all your skill points is like the character creation phase of an RPG, IMHO. It might get you familiar with teh game, but the real game only begins after you've spent all those points. So in that respect Master is not some rare and wonderful thing, necessarily, but something anyone can achieve as a standard part of that character creation process if they choose to specialize like that.
Buit, that's just my take on it. I've been worng plenty of times before, so who knows. ![]()
Theres nothing wrong with dabbling into a proffession, but i believe that a master should be much better in every areaof his proffession then a dabbler. right now the only difference between 0,4,3,4 is enhance E's for secondary stats that hardly make a difference compared to Enhance D's for sub stats, and treatment speed. Poison is broken i know, but that is rarely a factor. And disease heh. heh. I know some day that will be fixed, but I would like them to spread the experimentation points into master as well. Maybe even H,A enhance E's. Revive is a tough one, because i think it should be easily available to CM's as well.
I havn't kept up to date on whats on the list for the dev's, but i'm sure you will let me know about it Zarlor. You own other Correspondents even if the dev's only like to dabble into this forum
GJ
I'm very much so aggreing with much of the feed back provided and support for this ideal. Makes me feel all googly inside ![]()
Anyways I feel strongly that a Master Doctor, Much like master weaponsmith, master artisan, master de, heck almost every profession.
He/She should get at the minium 10 new schematics. This could be about 3 of them. The higher up enhanment packs could be another.
Thanks for all this support. EVEN though I probaly wont be a master doctor for many more months due to Skill point limitations, if this was put in for master doctor, I would be pushed to take up that skill sooner then expected.
/healall
/enhanceall
You still need to have packs for everything, but you do it all at once. Healall will apply one charge from all of your woundpacks (that are needed) and hit wounds on every bar. Enhanceall does the same but uses one charge from each enhance pack.
Doesn't really address the inventory issue, but I'm still hoping that they add a "medic bag" or something that can be equipped in addition to a backpack that would only take pharms and be on the standard "Search path".
Thoughts?
If they did have those comands it should be very heavy on the mind. I'm talkin a draind of 500+ of the mind. If not more. Like /quickheal which requires you to have 1000 mind drains y ou of 400 mind I belive. This isnt to much diffrent cept for a comand like that shouldnt' cause focus and will wounds.
Well even with a big med pack like that it should drain mind quite a bit more then what a single wound pack would heal.
But we dont watn to end up nerfing it so its not even worth it. So i dono ![]()
I don't see this as a way for me to carry LESS types of meds around with me. This would in fact make me carry MORE. I would still have to carry at least one of each single type of woundpack as I wouldn't want to waste a shot of this "combo medpack" on someone with only, say....50 strength wounds and 10 quickness wounds or whatever. I would just end up carrying this all-in-one for very drastic situations where the patient has multiple, high level wounds across the board. Frankly, I don't want another friggin medpack, stimpack or poison/disease grenadeto carry around. I have quite enough as it is.
-T'ongo, M.D.
Master Doctor/Combat medic
Coronet, Corellia - Bria
Then you dont need to build it hehe. I personaly Keep 6 of the Wound Pack B's and 6 of the wound pack A's. I use the b's to fix all the battle wounds up to a point were ther eis less th en 20 and then cap them off with the A's.
It ends up being about 12 slots, Plus I cary around 1 Crate of Stim Pack C's for battle, and A stack of organic, metal, radio active, and chemical. (dont need liquid). SO thats 4.. so a total of 17 slots taken up total. Thats not to much. But what if these Packages were to come trueI would have 6 or 7 of them made and in my invotry at a time...
But overall, a Enhancment Pack would be nice, The one problem I can see with a enhancment pack would be taht sombody may have 1 of the stats already enhanced then you cant enhance them.. so maybe a enhanment pack should overide that 1 or skip it.. yea skip it. So if I have health enahnced and i have a health , str, cons enhancment pack Only my Str and Cons would be enhanced.
I love the idea... absolutly love it.