Doctor Archive

Thread: Your ideas for medics & docs to be added to the GCW

Gouta
Tue Jun 08, 2004 7:03 pm
#27

I know my idea was a bit conterversial however with the supposed "combat balance" upcoming the tumbling exploit may go away. Since I have no inside knowledge this is pure speculation on my point, also healing someone in a private structure gives you a tef and kicks you out of the house. If any ideas are going to be implemented i'll leave that to the people who get paid to devolp this game. I just know that when out on faction events I'm concentrating on keeping everyone alive and don't get the same faction rewards that the front line troops get, yet its my job to keep them alive.

Just my 2 credits worth.
Later
MasterNerfSlayer
Tue Jun 08, 2004 7:58 pm
#28

It seems the recent forum downtime ate my last post here. The devs have stated that the Combat Balance will negate the tumbling exploit due to the way the new HAM system works.

Message Edited by MasterNerfSlayer on 06-09-2004 01:58 PM




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Radar-X
Wed Jun 09, 2004 5:29 am
#29






Ytsniea-culsin wrote:
Perhaps only granting FP when healing wounds inflicted by a factionally aligned NPC. Healing from PVP may be a possiblity as well but could be exploited as previously mentioned.





I know its improbably but I'd like to see Doc missions. If they can set up a mission where you have to go and blow up a base why can't they stick an NPC out there that you have to throw a stim heal on to complete the mission. Granted it wouldn't be any more fun than the delivery missions but a new doc with no creds and no combat skills might really appreciate it.



Klabra


"It is only one who is thoroughly aquainted with the evils of war that can thoroughly understand the profitable way of carrying it on"
Giftmacher
Wed Jun 09, 2004 5:50 am
#30






Radar-X wrote:


I know its improbably but I'd like to see Doc missions.


Me too, (see my post above ^) I think these could be really good fun if an Imp v Reb battle spawns and you have to help keep your comrades alive. As it stands I feel the missions are a bit daft; if your main combat role is usually medical support
what use or fun are destroy and deliver missions? Personally I feel this does some what limit theRP aspect of the GCW, and while that's not exactly the end of the world,it would still be nice addiotnal content to have. (Plus something for the crafters? Or find the hidden base for Scouts etc?)


Gift.
Marshalll
Wed Jun 09, 2004 9:29 am
#31

GOLF
JaveRel
Wed Jun 09, 2004 10:07 am
#32

Ok here is one of my ideas. Make FIRST AID more useful for medics. As it stands it is only for bleeding but first aid is not simply for bleeding. First aid is an overall basic knowledge of medicine and that means, burns, poison, disease, and so forth. So here is my idea.


Give FIRST AID the overall ability to minimize and speed up the length of time status effects like disease, poison, bleeding, and flames are on that person.


Now I know what you think no way that would totally minimize my poisons, flames and diseases. Well it would not and let me tell you why. Bleeding is a bit different than the others except maybe the flames. So here is my suggestion


First Aid bleeding is fine leave as is.


First Aid on flames make it like 5 times first aid must be used to quench the flames without a doctor.


First Aid for poison depending on the strength you would have to use First Aid maybe 10 times or even more to finally minimize the poison and to help it not last as long as it normally would. As a medic I know enough to treat the basic symptoms so that makes sense for poison.


First Aid for disease would work the same way depending on the disease. Make it like 10, 15 or even 20 times that it would have to be used before the effect would wear off on disease, and poisons. That way at least someone can help themselves without the need of a doctor 24/7.


Perhaps make a second First Aid skill like First Aid 2 in the Medic tree or even in the master medic tree. I think this idea would work fine as long as it was balanced properly.


The reason for this is my character is not so stupid as to be able to stop bleeding but not be able to put out a fire, sort of treat a disease, or poison? In real life I can do something for each of these though I may not be able to cure them but at least I can use first aid to help as much as possible.



Do or do not, there is no try. (Yoda)
MasterNerfSlayer
Wed Jun 09, 2004 5:56 pm
#33

While I'd love to see medics being able to do minor poison/disease healing as per RL, I don't see it fitting with the current structure of the game where it takes an elite profession to apply poisons and diseases, I see it as being only fair that an elite profession removes it.


To add that to medic would require a complete 3 profession redesign, which would I feel only lessen the importance of the 2 elite professions derived from medic and blur the lines of what each profession does.


Feel free to attempt a 3 profession redesign yourself, we're all open to ideas. But keep in mind this is a game, and games require balance.






RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

JaveRel
Thu Jun 10, 2004 9:03 am
#34


But that is why it takes a lot of First Aid shots to heal or shorten the time the effect lasts. I mean how is it unbalancing to make it a master medic ability so that not everyone can have it? Then Docs and CMs will already have it becuase you have to have master medic to be those classes.


Put it in the Master Medic box or even better move it up to the Novice Doc box or even CM box too. It doesn't have to be a medic skill then. My point is as a Doctor I cannot heal disease, or poison unitl almost master unless I grind up the one box in Doc and yet a CM can be throwing poisons and disease if weak ones from the start. Kind of strange why it takes a level 4box before I can even cure certain things. It would not kill the game or even hurt it if Docs had a first aid 2 or 3 skill in novice Doc and could use lets say 10 first aid shots to cure the poison. That way people like me and many others could at least be helpful to those who come into the med center diseased and such but I cannot help them yet.


Jave Rel


Thank you for considering my idea but please consider this one too.



Do or do not, there is no try. (Yoda)
Radar-X
Thu Jun 10, 2004 9:24 am
#35






JaveRel wrote:


But that is why it takes a lot of First Aid shots to heal or shorten the time the effect lasts. I mean how is it unbalancing to make it a master medic ability so that not everyone can have it? Then Docs and CMs will already have it becuase you have to have master medic to be those classes.


Put it in the Master Medic box or even better move it up to the Novice Doc box or even CM box too. It doesn't have to be a medic skill then. My point is as a Doctor I cannot heal disease, or poison unitl almost master unless I grind up the one box in Doc and yet a CM can be throwing poisons and disease if weak ones from the start. Kind of strange why it takes a level 4box before I can even cure certain things. It would not kill the game or even hurt it if Docs had a first aid 2 or 3 skill in novice Doc and could use lets say 10 first aid shots to cure the poison. That way people like me and many others could at least be helpful to those who come into the med center diseased and such but I cannot help them yet.


Jave Rel


Thank you for considering my idea but please consider this one too.





I agree with you that Master Medics need to be thrown a bone. Poison and Disease are an integral ability of Doc and I don't see any reason to change that. Fire blanket maybe but not disease and poison.




Klabra


"It is only one who is thoroughly aquainted with the evils of war that can thoroughly understand the profitable way of carrying it on"
DFA-FrstbyteOO
Thu Jun 10, 2004 2:53 pm
#36

I love the idea of Multi-Stat Wound packs.


One thing that IHATE about being a Doctor is the fact that when my guild and I decide to do things like the Corvette or DWB, I have to carry a whole hell of a lot of medicines to heal the group etc. I literally have 1 space open for a shuttle ticket and thats it!


I think it would be a great idea if Medics and Docs get a special "satchel" if you will, that can only be used by medics and docs with some extra inventory space for all the extra crap we have to carry around just to play our roles as healers. Would be even nicer if we could use medicines directly out of this satchel instead of having to take up all of our inventory spaces.


I know its not GCW oriented, but I can still wish cant I ?




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Demonssword
Sat Jun 12, 2004 2:32 pm
#37


Ok GCW stuff first for me.


1) Could have an idea for earning FP by going to a forward outpost of your faction (NPC and healing opratives who are camped there.


2) Simalar to the first one, but maybe resurecting fallen opratives, if you want you could have it like a BH mission so you can get them on distant planets and only get a general area of where the person last was.


3) If the forward outpost (PC one) is implemented, then maybe get a small amount of FP for each time someone is resurected in your cloning center who was killed by a member of the apposing faction. (though even this could be open to abuse as you could FP farm it by having a second account or friend who is on the other faction just slay people for faction himself and you gain it aswell. So the figures would have to work out so the person who died and lost faction would lose enough that the doc couldnt just end up tipping him back the faction he earnt and didnt just mean he loses 10fp while the other faction person gains his 30fp or whatever)


4) Maybe (this is a bit of a wierd idea but still) have a mission that you have to craft some field medicine (depending on what it is by difficulty level based on your skill to make it and giving a FP based on that) to be delivered to certain outposts or NPC spawns. This would give both medics, CMs and Docs something they could do. (items could be things like cure poisons, resurection kits, buffs & stims and all that type of stuff. And you could have things on it like it need XXX charges and XXX power, and give bonus FP for any stats over what was required.


5) For Combat Medics they could have something simalar to 1 & 2, but it could be either poison a high ranking enemy officer (maybe have a special crafted deadly poison that you use in close range and silently inject them with it without them noticing, though have a chance they do.) OR maybe aid in the torture of a captured enemy office by injecting them with nerve ajents and drugs to make them confess.


Now none FP related.


5) Forward outposts made by master rangers, placed by master squadleaders & / Or master rangers would be nice, and the ability to have a doc placed cloning station there would be nice. Maybe to even the effectiveness out of this is either or maybe both.

A) As segested before, give 100 wounds to each HAM stat and bf as if cloning at a non defind cloning status.

B) Give anyone who clones in these places a heavy ammount of grogyness. Say maybe 2-5 minutes (probably needs testing) so that you cant just go back in straight away, and it would make it alot worse than the normal cloning center OR being resurected what is only 1 min of grogy.

Also maybe if you make it master ranger only to place the forward outpost, maybe give the master squad leader the ability to either

A) Place a factional personel there who you can declare overt from.

B) Have a command that allows you to be able to be declared overt off the master squad leaderifhe is in the camp (maybe also inclued a minimam rank aswell, so say only warrant officer or above only.


6) Maybe if you make a vacine against poison and disease, have it so that it works like spice. So you become 20-40% less vunerable, or effected by it for 10 mins, but after that time you become more prone to it. OR after it runs out you suffer X ammount of wound, or have it lower your Stamina, Constitution and Willpoweror other stats for a limited time.... Maybe even have it as a combined effect, so that if you have the 20-40% protection it takes off X% of your modified Constitution, Stamina andWillpower(incase you have buffs and food) while it is in effect.


7) Personally i think that Heal Enhance should be made as either Expert or Master wound heal as its a very powerful ability at a low level as many people just wear multiple BE cloth and things like that and go upto the 125 a doctor can get to anyway (so im told as BE clothing and skill mods can still get you to your max cap like defence stacking from combat professions.)


8) Allow Master Doctors a unique ability to heal wounds and other things that require med centers, hospitals, camps, houses or med driods, anywhere, but at only 55 med use (most driods are 110). So you can use things like buffs, heal wounds and all that in places like the corvette and DWB, but at a low effectivness. As i hate things like the DWB for the reason that people who get resurected in places like this die again very quickly and to survive in them, generally you need buffs.


9) If you do make vacines (i heard there is going to be or is food that gives you resistances), maybe not just limit it to poison and disease. Maybe have a drug you inject that heightens your ability to not get dizzy, or stunned. And with this it also brings with it a whole new area of poison style weapons that are gas bombs that make people dizzy, stunned, sick, what ever. As poison gas can effect you in very different ways, depending on the type. Tear gas for instance hurts to breath, but also makes you itch and after a short time very lightheaded and dizzy, so you cant get away from it, as if you move, you are likely to fall over.


10) Drag distance would be nice to increase, but how far?


11) Maybe with this idea of forward outpost, maybe make it simalar to a factional base in the way that it has walls you cant shoot though and things like that. But also make it so that you can blow the place up (give it a health stat desided later onin testing). Maybe have it so an architech has to craft some of the parts for the defencive walls, and maybe have low level defences (something for combining weaponsmith and architech) not as good as the small factional turrerts, but still worth having. IF not having it crafted by master rangers, then maybe have it as a factional perk (seems to fit) and you can have Squad Leaders as the only ones who can buy them and place them. Maybe either killable or limited time bases, say10 -30 mins.


Ok thats alot of my rubish put in. Hope people read and reply to this.

Message Edited by Demonssword on 06-12-2004 10:39 PM



Keldorion of Chimaera + others on other servers when i deside to reactivate them.
saxmahoney
Sat Jun 12, 2004 11:10 pm
#38






Scoooter wrote:





Radar-X wrote:





Gouta wrote:


Some way of getting Faction Points for healing Overt players. I haven't totally figured out how to implement this but it has been on the Top 20 lists for awhile. I agree with all the other ideas but I didn't see this one brought up.








Too easily exploited.






Saying it is too easily exploited is a bit premature. Saying it is easily exploited would have to imply the actual game mechanic was decided. Right now people are just brainstorming ideas,




I have to agree that implementation and the proposed idea pitched to the devs would have to be the key. Maybe something to do with only getting FP for rezing or removing an incap state from an overt being attacked by an opposing faction. This way you can't get fp by just dueling a factioned person, or going regular hunting with a faction person, it would have to be "saving" the overt person from another opposing overt person (not sure how TEF's should work in) IN PVP.


Really the only foreseeable sidestep to this is have 2 opposing overt members attack each other while opposing medics heal their partner. But I'm not sure how willing people would be for this, and maybe is why it should be limited to rez'ing.





Saxmahoney
h
Master Doc / Master CM N
NSA High Council of North Star, Tatooine
-------------------------------------------------------------
Enjoy the present. Remember past memories, but don?t dwell on past mistakes.
Look to the future with excitement, but don?t be afraid of what tomorrow may bring.


Demonssword
Sun Jun 13, 2004 4:07 am
#39

One thing about the 2 people thing though is most people soon if not already will have a second slot on 1 of the servers as they will get it by unlocking the FS slot. So you might find groups get a few people who are spys for their faction (make the second character of opposing faction to be able to find base times and all that) and just use them to do a faction point scam.


An idea that stuck me is maybe have a special bonus if doing factoinal missions in group. So it keeps a long of how much you healed during the killing of the NPC base, how long it took to take it down, how many different people you healed and a few things like that. And at the end when it dolls out all the fp for the base destruction then it gives the medic a bonus related to this. (so less FP if the fight takes over X ammount of time as your probably just sitting there on peace or with a rubish weapon in your hand getting the amount of damage healed up.) And also have it based on difficulty level of the base.


THOUGH anoughter idea i had a while back if they were going to change the way you get healing xp (stop tumblers) is make it like squad leader xp. So you get it when healing groups you run around with. So either you get X ammount per base (with a few figures for how much healed, how many healed and all that), Or maybe base the ammount of the total ammount of difficulty in missions killed (so if a sharnaff mission is rating 30 [no idea], and your group had 10 people in and kills twenty bases, then you get X experence, so long as you used your healing skills X amount of times per 5 mins or something, or healed X ammount of damage and wounds. And so long as you stay in range of the rest of the group (as i know this works as the money divide has that for peoples missions.)



Keldorion of Chimaera + others on other servers when i deside to reactivate them.
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