Doctor Archive
Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks
Message Edited by TenshiHanaKinu on 07-16-2004 05:31 AM
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.
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.
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.
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.
Oh boy here we go, OK my thoughts
- 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.