Doctor Archive

Thread: Terrain Negoation for docs

NoodleSlayer
Tue Dec 16, 2003 1:37 pm
#27

How about this, with the extra 29 points you save becoming a Doctor instead of a Combat Medic you could get Scout + Explore III have +40 TN, not to mention Mask Scent.



-Tarchais
Master Doctor/Master Combat Medic

Maple LightSky
Master Musician/Master Architect
New Khatovar, Dantooine
Corbantis
Sif
Tue Dec 16, 2003 11:23 pm
#28

I would be in favor of every elite/hybrid profession getting between +20 and +40 terrain negotiation with the master box only as a representation of having basic knowledge of thegalaxy and your surroundings (think life experience here). Terrain negotation is not an unbalancing skill mod for any class to have. This may all be moot with vehicles though. My X34 does fine on hills.



=========================================
Col. Edlas Ariarti, M.D., M.P., RogSq

Please do not confuse me with Siff. This handle comes from a nickname I had on another game I used to play.
Gallion
Wed Dec 17, 2003 3:18 am
#29

This wouldn't be an issue if Squad Leader didn't suck. I used to be a master combat medic, and I thought we got too much TN when they upped it to +50 at master specifically because it was a slap in the face to one of the key roles an SL plays in a group.


As for the revive player debate, as I've sad many many many times, death is a wound. Doctors are the masters of wound treatment therefor we can bring people back. Combat Medics... well, I don't really know what their role is (part of why I left). ranged healing is great, but Medics can get the job done nearly as well, and at far far less expense.


oh... back to the subject at hand. Lets push to make Squad Leaders a viable class, then we won't need Terrain Negociation, and can get something useful. Like maybe a state cure that has a duration preventing the person whose dizzy/intimidate/whatever you just cured from getting re-whatevered the next hit they take.

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