Doctor Archive

Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks

DoctorGriggs
Thu Jul 15, 2004 10:57 pm
#14

Seems like for the most part my opinion on this goes is like everyone else's. Innoculations for docs, ranged/area cures for CM's.



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allgoodnamestaken
Thu Jul 15, 2004 11:49 pm
#15

Well, IMO cures are a Doctor skill. Medics by trade arethere to treat/stabilize so that the patient can survive to see a Doctor. Cures/Innoculations should belong to Doctors, maybe increase the useful range to 10-15m.


If CMs get Cures, they should be at MAX 1/4 the strength of what a doctors can do, however they benefit from an AoE with the weaker med.


Cures should be crafted by doctors, usable by whoever.
TenshiHanaKinu
Fri Jul 16, 2004 2:28 am
#16


While we're giving CM's some of our Doctor abilities, I think they should also have Ranged AoE Revive Stims and Ranged AoE Buff stims... and perhaps maybe ranged AoE /healState kits. No point in having a division between classes. Why stop at giving them 2 skills to counter their own mess.



--


Oh, and while we're on this whole give-and-take stint of blending CM and Doctor, can we have /applyPoison and /mindheal? I mean, as long as we are within 6m of our target, we should be able to Stim them with a poison, right?

Message Edited by TenshiHanaKinu on 07-16-2004 05:31 AM



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RabidEwok2
Fri Jul 16, 2004 3:45 am
#17

I think of innoculations like a buff. I e something you go to a clinic to get. Their duration should be in parity with other buffs in the game. Perfect for doctors.



It's important that innoculations don't make you 100% immune to poisons / diseases, just like armor shouldn't make youinvulnerable to weapons.Maybe the innoculation degrades if you get hit by poisons/diseases and loses it's power after a fewpoison/disease ttacks.


Area cures sounds like combat medics. In fact, poison / disease cures is more combat medic than doctor since it's something you do in the heat of the battle. But there's no reason why both professions can't do the same, maybe with area cures given as a perk to combat medics.


The biggest problem is that combat medics become even more important if they get area cures. Then you won't just need them for offense, but also for defense.





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Sith Lord | Hatched May 2004

hase2
Fri Jul 16, 2004 3:46 am
#18

Innoculations should be like Buffs - applied with woundtreatment skill. either they give a bonus to the resist roll or mitigate the poison/disease damage depending on the quality of the pack.


Area Cures are a difficult thing. Cures are a Doc ability, Area stuff a CM thing. i personally wouldnt like to see any area cures at all. so innoculations will be a mandatory thing in conmabt perparation.


my 2 cents
vortexala
Fri Jul 16, 2004 6:08 am
#19

Regarding the idea of a Doctor centered Point blank area cure, the area effect radius would have to be no more then the current range a doctor has for applying meds(since doctors have no basis for anything more then that, if even that)

This will lead to people having to cluster together around the doctor in order to cure the poison. This, right here, presents a CM with an easy target. Mind poison the doctor, area poison everyone around the doc, allow other group members to finish the job.

Area effect needs to be on par with current CM Area effect.



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IlychUlyanov
Fri Jul 16, 2004 6:51 am
#20

I'm gonna have to agree that inoculations should be an MD skill and Area Cures should go to the CM's. They are both suited for the given profession. As for componants keep them within the confines of their respective class. As for times on the innocs. Somewhat more then 15 minutes. I'd say go with anywhere from 30-45 minutes with experimentation. That's about how long it takes to find a good battle if your heading out looking for a fight. Furthermore, if your a support doc like myself you can run around hitting people when their innocs run out.




Ilych Ulyanov
Bloodfin
DeadByLove
Fri Jul 16, 2004 7:12 am
#21

I think I tend to agree more with Tenshi's reasoning on who gets what: both innoculations and AoEPoison/Disease curesshould go to Doctors.


The only healing that CMs can do are HAM heals (and bleeds from medic). Everything more specialised is in the Doc tree (poison, disease, states, rez, etc...). I don't see that CMs should be getting a poison/disease heal of any kind.


I do understand the CM's reluctance to yield on the AoE part, though. No matter what the assignment there will be SOME infringement on the other profession's specialties. I don't think there's any entirely non-emotional way of justifying either. Personnaly, I feel that poison/disease curing is integral to a Doc's function whereas the AoE is a peripheral effect of a CM's function (peripheral to the ranged tossing).


That being said, this is how I see both being implemented:


-Inoculations:


I would have it applied like a buff and last at least an hour. It would reduce the damage and duration of the poison/disease by a certain percentage (what the max percentage would be up for balancing, arbitrarily I'd say no more than 40%-50%).


Maybe a given innoculation should be stat specific (Mind Poison Innoculation, Health Disease Innoculation, etc... ).


I would put it in the same box as /healEnhance (0200) but I do like the idea of making it master Doc to give a little more incentive to master the prof. Having it 0200 would already force people to learn more Doc than they already do (most PvP templates seem to get 4040).


-AoE Poison/Disease Heals:


If it is given to Docs, I see it having similar AoE effect as the poisons but it not being tossed, i.e. AoE is centered on the Doc. As a compromise.


Alternatively, if it is given to CMs, I would have it have similar range and AoE as poisons but having the effectiveness be a third or so of a similar quality Doc Poison/Disease Cure. Also as a compromise.


Poison takes 10 seconds to tic the first time so that would allow enough time to cure most people in the time within 0-1 tics.


-Craft components:


I really don't care what components are used. Some mix that allows for one component from the other profession to be required is good enough for me. I don't see a need to make new components for this.


The base (non-component) ressources required for the AoE Poison/Disease stims I would see as being the same or similar to those used for the single target ones.


For innoculations, make it a mix between the stuff needed for buffs and the stuff for poison/disease. Reactive Gas and the appropriate organic, say (flower, fruit, vegetable, greens, etc...)
Mmaxx
Fri Jul 16, 2004 7:37 am
#22

I have to agree with most here. Inoculations are something done prior to the battle therefore it's done by a doc.


Area cures start with the word area so they have to be the domain of the CM since they have the ranged tree.


If area cures were given to Docs then the range would have to be limited to 6m. They would be of no value since that is the range of the current cures. If groups had to surround the doc to obtain an area cure, they will just be susceptable to all classes area attacks.
satanis
Fri Jul 16, 2004 8:04 am
#23

I immediately thought innoculation = Doctor, area cure = CM.

I had differing thoughts about how 'innoculation' works. the first was:

innoculation #1: the 'buff' method
Varying grades of Innoculation should be crafted by Doctor, components similar to that of current buff packs. ( please without the ridiculous avian meat economy gouge. "rice" or "corn" is fine )

I think that innoculation should be a skill granted at Master Medic, but with dependancies on Wound Treatment thus far more effective at higher levels of doctor. So with clothing and bivoli a master medic can do something moderately effective.

I see innoculations having three statistics:
duration (crafted)
added resistance to initial infection with max cap(crafted)
reduction of damage taken (wound treatment)

This means a novice medic can apply the same buff as a doc, that will add say upto 70% resitance. But once infected the novice medic innoculation might only prevent 5-10% of the damage compared to a master doctor's 70% reduction application.


Then I thought about area cures:
Area cures, would logically require the current cure components (abec, als) and a ranged area delivery mechanism. I cant see them being as effective as a single doctors cure. Something in the 30-60% range seems fair as they should be able to work on a number of targets simultaneously.


innoculation #2: natural resitance
then I thought of innoculation as a by product of being cured.. something along the lines of a built-up immunity to poison/disease.

to this end, perhaps the proposed area or doctors current cure would then have a resistance / reduction effect based on its effectiveness for a period of 10-15mins after usage. you get poisoned .. you get cured.. you're now harder to poison again.

repeat applications reset timer, and/or overwrite if higher rating.

no need for need innoculation buffs, just an area cure game mechanic change.



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Nema0879
Fri Jul 16, 2004 8:12 am
#24



How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)


I agree that innoculations should include CM components. After all, don't most vaccines use the initial virus, etc. in the crafting of the vaccine itself? I believe that the very best ones, 90+% should max out at 30 minute duration. However, I don't believe they should exceed reduction of power by any more than 60%. I think, the ability to innoculate should be given at master doc and the resource requirements should be on par with cure disease C's.


How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)


Area Cures are completely different I agree with most here in that I believe CM's should get these but with one exception. COMBAT MEDICS SHOULD NOT GET TO HEAL THEMSELVES. If doctors are going to start with the ability to area cure, shouldn't we also need marksman 0004? This is not somthing I want. Doctors were designed (at least for now) as pre and post fight support characters. If you doubt this look at what we can do... we heal stim wise every bit as good as a master medic, we can Buff (pre-fight) and we can cure wounds (post-fight). You can argue that we have cures and state packs but the majority of our work that is exclusive to our profession is not done on the battlefield. This should also be a Master CM skill only.


And finally... Why should Docs get any of it over Combat Medics?


Innoculations? Because it goes in line with what doctors are good at, preparing people to fight. Area Cures? We shouldn't. If they want to give us the ability to do so they should either take away the 0004 marksman for cm or require us to have it. I'm not advocating this I'm just trying to explain the absurdity of giving docs the ability to area anything.





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Giftmacher
Fri Jul 16, 2004 8:15 am
#25


Oh boy here we go, OK my thoughts



  1. How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)

Well, I agree with the view that the schematics should mirror that of the CM packs they would be effective against. Duration should be short, potentially prolongedwith a booster like a rl vaccine, lets say 10 mins up to 25 minutes with a booster. Level wise, I'd like to see thse things staggered the way stim packs are for medic, with the best packs needing master doctor or 4th tier to make or use. Of and on effectiveness I think absolute immunity is out, only percentage reductions of varying strength, anything more than this would effectively just be nerfing CM's and that's not very fair on them.


2. How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)


I've got to say right now I hate the idea of an area cure for Doc or CM, but if people really want it I think something similar to area heal packs would do (maybe an extra named component in line with their more powerful nature). I would like to see them CM only but not as effective as a Doc pack- say something akin to slow poison in D&D.


3.And finally... Why shouldDocs get any of it over Combat Medics?


Right I think Doc should get innoculations because we're the preparatory and aftermath side of combat, we primarily exist to boost surviavbility, heal and revive. CMs should get area cure because it's in line with their more direct role in combat, I see CMs as providing fire support as well as keeping as many people functioning in a fire fight as possible, therefore it fits their role better than a doctors.


That's my pennies worth,


Gift.

Morath360
Fri Jul 16, 2004 8:20 am
#26

First, my vote is innoculations should be doc. Seems logical. On this I believe it should be immunity or damage reduction and not just a chance to resist the poison.


We do have to be careful about giving the CM both of these because then they become the queen bee that everyone wants and needs to protect. Combat should not be focused on one profession.


I can buy the fact that the area cures can come from CM. I like the fact that they will have something to do other than poison people.



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