Doctor Archive

Thread: Should Resusitation only be Master Doctor specific?

Phomeister
Fri Aug 29, 2003 11:39 pm
#14

I strongly disagree. It destorys our market for res packs. We can't sell them anymore beacuse no doctors will buy them because they can make their own.


The way it is now, master docs tend to make the res packs and then sell them to the novice docs that just want the ability to res but don't want to get the med crafting skills.

lca114
Sat Aug 30, 2003 2:09 pm
#15

Well, whatever side my answer shifts me to, so be it . I think resusitation should be a master doctor ability. Yes, while I am 4/4/0/3 Doctor, I am also a 4/4/3/4 Combat Medic, so you cant say that I am swayed because my profession choice. While I do like the idea of mind buffs, I still feel that anything to do with mind should stay in the realm of the entertainer class.


Mdjxt
Sat Aug 30, 2003 2:56 pm
#16

I think master doctors should be able to buff blue stats, like get teh schematics for the kits int eh master box. And to prevent non-masters from using the kits the medical use req would be 100 and you couldn't experiment it down. I think that would be great.



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Rallos Zek
Solaris, Naboo

LiverThief
Sat Aug 30, 2003 5:56 pm
#17

BTW, when you make something give so much xp such as that Pre-Master Doctor.....you can find exploits.



Like, duel a friend, kill him, rez him, have him rechallenge you, repeat.



It was pretty fun.




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Shui

Master Doctor/Master Pistoleer

Scylla

Kadaara
Letha
Sun Aug 31, 2003 3:22 am
#18

If it was master only, then you couldn't run around ressing everyone for tons of xp.
ConnorNZ
Sun Aug 31, 2003 4:18 am
#19

I feel the tree is Ok as it is, master docs are a potent healing force. Res is ok, but all those without master doc or high treatment speed find themselves unable to deal with a CM's disease's and many don't even bother with cure poison, something my groupmates loved when we visited Dantooine.


I like the idea of a master doc getting multi-stat wound packs, it would add something only a doc can do, get you out of the medcenter or camp in a matter of seconds instead of minutes.


However other than the extremely specific nature of resources needed for crafting (a problem worse for combat medics) I don't think too much is wrong with the doctor tree. The worst of the issues have been delt with other than resoucres. If medical forage is made worthy all will be well, tho you will always be better off if you have an artisan friend or two who can survey some where to put your harvesters.


All in all, you just have to remember you can't be everything in the game, does your family doctor run out into the wilds to collect his medications? He buys them off others. This is a player economy, we need to work with everyone else in the galaxy.



Antil Holadi, MD


Chief Medical Officer DMC


Rori, Scylla




Col. Antil Holadi, MD
IlyaMasool
Sun Aug 31, 2003 6:08 am
#20






Nohup1 wrote:

Master-Doctors will say yes.
Everyone else will say no.





I agree with Nohup1.


As master doctor, my heart (or is it my greed) tells me yes.


But as combat medic. I would hate to having to choose between my combat ability (pistoleer) or Rez that everyone in the group somehow expect me to be able to do.


So my brain tell me No.


But you kno what they say, always listen to your heart

-CARDIAC-
Sun Aug 31, 2003 7:12 am
#21

NO!!!!!!
Archon_Eclipse
Mon Sep 01, 2003 2:38 am
#22

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As it stands, there is no REAL benefit other than experimentation points upon reaching Master


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Actually, youdon't get experimentation points when you reach Master Doctor. You only get that from the medicine crafting line.


Regarding moving Revive to Master Doc.. why? It adds NOTHING to being a Master Doctor. Well, maybe it adds a bit more desireability. But it adds nothing in sense of skill. Neither does it if they give us a woundpack that heals wounds in all 6 stats.


Mind Enhancers might work, but then again. It would take market away from smugglers.


Other brainstorming ideas could be


Master Doctors are so skilled that they can perform open heart surgery with plastic cutlery. So they get a built in Medical Module similar to droids. Med rating could be around 75. A good droid should still be better.


Master Doctorsget a schematic fora speed enhancing buff which improves run speed by 20% (Med use around 80). This should be counterable somehow to eliminate the obvious ranged vs melee advantage. This might be very unbalanced, but then at least some drug that improves burst run and/or terrain negotiation.


Master Doctors get a schematic for an anti-downer medicine which totally eliminates any downside a spice might have. Well.. this doesn't really have to be a master doctor schematic, but I like the idea.


Master Doctors could get a schematic for an enhancement that gives some resistance similar to armor. Either with resists all over the board, or just raise Armor Rating by 1. Again,raising Armor Ratingmight be a tad to powerful in terms of game balance, but added resists is not balance breaking.


Master Doctors knows exactly where it hurts REAL bad to get hit. So they get a "Called shot" ability which reduce their aim by 25, but a hit gives +50% damage (this would be a special, so you can't combine it with Body Shot, Head Shot, Leg Shot,Unarmed hit). Many specials already improve damage by 50% or more, but doctor isn't really a combat class and those other classes deserve it more. This idea ismainly to help those with a limited fighting template (Master Doc + Master Combat Medic/Bio engineer combinations).


That's all I could come up with at the moment. I'm sure you guys can think up a lot more. Just remember to think in terms of game balance. If you add a skill/ability to doctors, you shouldn't make another profession suffer. I tried to think a lot about game balance in these suggestions, but I probably failed horribly. And what does it matter anyway.. we know Devs doesn't care about doctors




Archon M.D.
Eclipse Server
_____________________________________________
Retired
SiliconX
Mon Sep 01, 2003 2:58 am
#23

That "Called Shot" is a freaking cool idea.


I mean, Doctors are supposed to be experts in anatomy, you'd think they'd be able to apply that to combat. But something keeps telling me something like that belongs to Combat Medics.


I personally think Revive should be Master Doctor-specific. Look at ANY game. Returning the dead to life is always the hardest healing ability to attain. It only makes sense it would require a Master Doctor to be able to revive the dead.




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Gunman21
Mon Sep 01, 2003 8:45 am
#24

I still think revive should be master doctor.


Enhancements would be a low level doctor benefit, cure disease a higher level (for those hunting parties to endor!) and revive would be master.


As pointed out, it takes an increadible amount of skill to "raise the dead", so a doctor who's only gone through half his training (2 doctor trees) shouldn't be able to use this skill.





Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

TenshiHanaKinu
Mon Sep 01, 2003 9:32 am
#25

Med Use 50 comes with Master Medic, right? Well... then to revive, a player only needs 1 tier of the doctor tree - Master Wound Treatment. Revive kits can be experimented down to below 50 med use, and since they have no real "effectiveness" stat... it's only a matter of just making them.


I say leave the Revive skill where it is... All I want is the ability to Survey (don't even need to sample, JUST SURVEY) so that I can free up that damned 15 points of Novice Artisan to do something else with. =T


/medicalForage is B.S. If people can use pet Stimpacks, we should get some kind of generic survey kit.




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Makhfi
Mon Sep 01, 2003 9:46 am
#26

I agree, it should belong to Master Doctors.


And I like theof the suggestions that many has posted here, great ideas. Hopefully someone with a little pull reads them.


Drach Sanare, novice doctor, Wanderhome




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