Doctor Archive
Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks
- Area cures belong to combat medics. Area cures are the single most important counter that needs to be implemented.
- Delay the action of poison and disease for XX seconds. Experimenting for more power gives the agents longer delays. Delays gives time for the doctors to react. If the combat medics want fast acting agents, then the agents won't be as strong. If they want strong agents, the delay time will be much greater. The agents will be more effective, but others will have a better chance at countering their effects before they begin.
- Armor should provide some protection against agents. Full composite armor and ubese should have 90%-95% resistance vs. these agents in air dispersal attacks. (The person is fully suited up and wearing and enclosed helm!)
- Allow docs (or maybe bio-engineers) to create hazzard masks which act against agents. These masks get used up over time.
- Allow innoculation vs. air-dispersal attacks in pill form. Anyone can use these. (Doctors don't need more lines. LINES ARE BORING FOR EVERYONE!!!) These pills only need to last for 1-5 minutes to be effective. Think of these as stop-gap measure. They last long enough to survive, but not so long that characters are immune. The pills delay the onset of the agents. When the pills run out, the agents start working. This allows characters to stay alive without gimping the need for doctors and combat medics in the field.
- Avoid solutions that cause people to form lines.
A few thoughts:
1) If we are going to use the whole ranged/nonranged argument as the basis for giving CMs the ability to AreaCure then I want to know why Docs can't ApplyPoison at close range?
2) Maybe instead of giving CMs the ability to completely cure, the Area effect could instead be a drastic lessening of the poison until a Doc arrives at the scene?
3) As much as it would benefit me to be innoculated & sell them alongside buffs, isnt this basically the same as nerfing the damage of CMs (something I know they complain about). It doesnt take a genius to figure out within days of this being implemented that EVERYONE will be getting innoculated & the 12pt crafters will be making godly ones that completely make CMs useless. Lets keep it simple and stick to the ability to AreaCure poison/disease which is all we really need instead of adding innoculations into the mix.
Question: What about ranged cure along the same lines as ranged stims?
vortexala wrote:
How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
Doctor only ability, 2 packs (1 poison, 1 disease) 3 versions of each pack with increasing power and med useskill
Components: ABEC, ALS & ASDS.
Crafter: Doctor
Resources: Twice that ofCure Disease/poison, but named resources (ie specific greens/flowers from a certain planet and certain named inert gas)
Levels: Skill available at 0020 Doctor (poison) 0040 Doctor (Disease)
Effect: Similiar to a stat enhancement, adds a base amount to players poison/disease resists (use the same forumla as buffing for power)
Duration: 10 mins (poison), 20 mins (Disease)
How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
CM only ability, 2 AoE Packs (1 poison, 1 disease) 3 versions of each pack with increasing power and CM use skill.
Components: ABEC, ALS
Crafter: Doctor for the components, CM for the final combine (same as AoE/Ranged Stim Heal packs)
Resoures: Same as Cure Disease/Poison for Docs plus a metal
Levels: Same as Doctors AoE Cure poisol at level 2 & Disease at level 4 (dunno which CM tree)
Effect: Same as Doctor Cures but at lower effectiveness compared to Doc Cures.
Duration: no needed it's a cure
And finally... Why should WE get any of it over Docs?
CM should get the ranged AoE Cures as it part of the CM speciality, ranged healing. Doctors should get the innoculatons as it is would be considered enhancing a players stats. As for the components being Doctor, same reasoning why the Ranged/AoE Stim require Doctor Components.
Let's just stick with the Area Cures and Innoculations for now
Doc's are the surgeons. If I had to have mind surgery, I'd want a Brain surgeon working on me, not some field Combat Medic
Area Cures of course should go to CM. Perhaps require the Cures from doctors as components for the Area Cures, crafted by CMs. Class interdependency.
And as for Innoculations, this is a service related skill, and CM's have no source of income really. Doc and CM's both can craft stuff to make money, but Docs also have a service via Buffs. Give CM's the Innocuations and give them a service skill, making them more a part of the community. Of course it wouldn't last as long as doc buffs, so you'd want the CM with your group to do innoculations right before you go into battle, encouraging their role as a Combat Medic.
X
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Sounds fair.
Message Edited by TenshiHanaKinu on 07-16-2004 05:10 PM