Doctor Archive
Thread: CU OPINION POLL POS 30 NEG 110. CU is LIVE so what's YOUR opinion?
It just seems like people ignore one thing to jump on other things. Weapons do not expend charges or bullets, vehicles don't run out of gas, the /tend commands don't either. There's dozens of reasons you can imagine to justify not having (if there actually won't be) a physical component to healing.
Obata wrote:
Suspension of disbelief would be much easier if healing still required consumable meds. In the new system, that's not the case.
Darksfallen wrote:
It just seems like people ignore one thing to jump on other things. Weapons do not expend charges or bullets, vehicles don't run out of gas, the /tend commands don't either. There's dozens of reasons you can imagine to justify not having (if there actually won't be) a physical component to healing.
Obata wrote:
Suspension of disbelief would be much easier if healing still required consumable meds. In the new system, that's not the case.
The new healing system is more like doing damage with no weapon at all. A rifleman can't headshot you without a rifle. The weapons don't use charges, but they do decay, and eventually need to be replaced.
I understand, point made, but now we have this mystical magical live forever kits for our rifles and so on.
Obata wrote:
The new healing system is more like doing damage with no weapon at all. A rifleman can't headshot you without a rifle. The weapons don't use charges, but they do decay, and eventually need to be replaced.
Darksfallen wrote:
I understand, point made, but now we have this mystical magical live forever kits for our rifles and so on.
Obata wrote:
The new healing system is more like doing damage with no weapon at all. A rifleman can't headshot you without a rifle. The weapons don't use charges, but they do decay, and eventually need to be replaced.
One stupid move by the devs should not justify another.
I understand but until you start complaining about that, your complaining about this doesn't hold much weightwith your inconsistancies.
Marrow1 wrote:
Darksfallen wrote:
I understand, point made, but now we have this mystical magical live forever kits for our rifles and so on.
One stupid move by the devs should not justify another.
Marrow1 wrote:
I have been complaining out the kits since day one. Just not in this forum as it is not a doc issue. Do I really need to bring up every stupid move by the devs in order to complain about one of them?
Message Edited by Marrow1 on 03-25-2005 12:12 PM
Naa you don't have to, I was reaching with the observation anyway. ![]()
Given your tendancies to make good points I checked out a few other posts, though I didn't see any against the kits themselves except for one about a rather insane rifle. LOL I do like your points on the resource deeds though. but besides the point.
I still see it as a disbelief issue... Just as an example...
How is a Doc with required gear say a "Medical Kit" no charges, it's powered with say batterys and is the only think that is required for healing? It doesn't run out of power, or decay like weapons may or may not. We are limited by our special bar. Rather than now where with 60+ stim E crates say 10 of them, we can pretty much heal for as long as we want with some minor everyday drinks/food our mind never moving.
Now we are looking at a special bar, that will greatly effect our heaing rate and length, now we are going to be limited futher by charge based items on top of action time and special regen?
We have resource containers we can fit in a compact and we can turn around and make a starship out of it. Weapons never need reloading. If you cloned at launch and never again and just now died, you would still have all the exp from when you last died. Insured items that you destroy and then clone, you don't appear in the cloner with them even though you insured them. My fav,8000+ charges of poison in a tiny lance? Granted lances aren't that tiny but still.The list goes on and on, and we suspend disbelief just fine in those instances but yet we can easily explain why we no longer need charges to heal someone but choose to dismiss it without a second thought. Everything above can easily be explained too given the super sciences of SWG but you dismiss this like nothing...
This is what I don't understand.
Oh and to the above post, Docs can craft we just have no crafting scematics. ![]()
Oh and of course, buffing and healing a person in full composite, in combat with a little needle. Yeaaaaaaa, riiiiiiiight.
Darksfallen wrote:
Marrow1 wrote:
I have been complaining out the kits since day one. Just not in this forum as it is not a doc issue. Do I really need to bring up every stupid move by the devs in order to complain about one of them?
Message Edited by Marrow1 on 03-25-2005 12:12 PM
Naa you don't have to, I was reaching with the observation anyway.
Given your tendancies to make good points I checked out a few other posts, though I didn't see any against the kits themselves except for one about a rather insane rifle. LOL I do like your points on the resource deeds though. but besides the point.
I still see it as a disbelief issue... Just as an example...
How is a Doc with required gear say a "Medical Kit" no charges, it's powered with say batterys and is the only think that is required for healing? It doesn't run out of power, or decay like weapons may or may not. We are limited by our special bar. Rather than now where with 60+ stim E crates say 10 of them, we can pretty much heal for as long as we want with some minor everyday drinks/food our mind never moving.
Now we are looking at a special bar, that will greatly effect our heaing rate and length, now we are going to be limited futher by charge based items on top of action time and special regen?
We have resource containers we can fit in a compact and we can turn around and make a starship out of it. Weapons never need reloading. If you cloned at launch and never again and just now died, you would still have all the exp from when you last died. Insured items that you destroy and then clone, you don't appear in the cloner with them even though you insured them. My fav,8000+ charges of poison in a tiny lance? Granted lances aren't that tiny but still.The list goes on and on, and we suspend disbelief just fine in those instances but yet we can easily explain why we no longer need charges to heal someone but choose to dismiss it without a second thought. Everything above can easily be explained too given the super sciences of SWG but you dismiss this like nothing...
This is what I don't understand.
Oh and to the above post, Docs can craft we just have no crafting scematics.
And, you have to remember the new cybernetics. I'm very much hoping that that gives us some 'at-the-medical-centre' business.
Very well said!
Fobok wrote:
I'm fully positive about the upcoming changes, from what I've seen so far. I'm most likely going to drop Musician with my Doctor and go BE in the respec, but besides that I really like the new ideas. I'm...well, ok, I don't often roleplay in SWG, though I'm planning to start. I'm a heavy roleplayer though outside of game, so I have no problem with the lack of medicines, because I can still play like I'm using them, without the inconvenience of having to stop and pull new stims/kits out of crates. (And, the money sink of buying stims/woundpacks/whatever when I don't feel like tracking down materials, when a doctor working in the Imperial Navy should be having it supplied.) There's also the fact that Bacta plays a large part of Star Wars healing, from field patches to the big tanks, and we see very little of that in the current system. (If they added a planet with a new resource of raw bacta, which had to be refined, it'd be different. Instead, we're refining animal meat and chemicals.)
And, you have to remember the new cybernetics. I'm very much hoping that that gives us some 'at-the-medical-centre' business.
Marrow1 wrote:
Darksfallen wrote:
If this is true, and I have no reason to believe that what you have described is not I think it will be a nice change. Never running out of Stims on raids, calling off X because there aren't enough stims/rezzpacks/buffpacks. I'm kind of more excited to see more info now!
There are several issues with the loss of crafted items.
Part of the fun of getting ready for any trip is checking your stuff. imo i want to play not run around and look for "stuff"
Part of the fun of setting your self appart from others is having the best stuff and having the right stuff at the right time. once again a waste of time i wantto play
Part of the fun of getting ready for a trip is crafting i have never mastered doc as many times as i have had it i love healing but dont want to waste hours looking for resources and sitting there clicking my mouse i dont care to do that the right item for the trip.
do doctors in real life(and i know this is not real life) craft their own meds? no! so why cant there be a specific profession a crafting profession that can do this some people like to craft--- i would say most dont! most do it because they need to craft not cause they like it...
buell
Let me give you an example.
About 8months ago I was getting ready to go down the DWB for the first time. After a great deal of discussion I chose to craft some very long duration buffs thinking they would be better than crafting for power. I crafted the first 3:45 buffs on our server just for the trip. And it worked out great. It was a lot of fun bantering the choice around and then seeing that choice pay off. I took a great deal of pride in it. I also took along some of the highest stims I could bring and handed out some Janta Stim B's to the tanks just in case I could not get to them in time.
Yes, there was a lot of work timing the heal, balancing my mind pool, etc during the adventure. However, much of the fun was being able to craft the meds that went with the trip.
This is a play style that I enjoy and will loose. If all I have to do is point and heal there will be none of that.
Please dont tell me that I can be a BE and craft. It will not be the same in any way.
Message Edited by Marrow1 on 03-24-2005 06:37 PM
I have been complaining out the kits since day one. Just not in this forum as it is not a doc issue. Do I really need to bring up every stupid move by the devs in order to complain about one of them?
Darksfallen wrote:
I understand but until you start complaining about that, your complaining about this doesn't hold much weightwith your inconsistancies.
Marrow1 wrote:
Darksfallen wrote:
I understand, point made, but now we have this mystical magical live forever kits for our rifles and so on.
One stupid move by the devs should not justify another.
Message Edited by Marrow1 on 03-25-2005 12:12 PM