Doctor Archive

Thread: /healmind ?

Jockothemonkey
Wed Aug 27, 2003 3:09 pm
#27

What do you think about adding a method of healing mind either through mind stims or a /healmind command that gave the healer 10% of the damage healed in mind wounds? This would prevent doctors and medics from endlessly healing themselves as well as giving entertainers an increased clientele.



Arako Karsi

Evil pure unadulterated comes-in-bottle-or-can evil.
FishWan
Wed Aug 27, 2003 6:29 pm
#28

I would like there to be a /healmind pack available. Like some medical solutions, it should be a tradeoff between desireable results and undesireable side effects, so doctors cannot use it to survive indefinitely in combat, and it should definitely be a doctor skill (not a combat medic).


Right now there is a proliferation of Master Surgeons because it's possible to grind up to Wound Treatment 4 and get /revive. I myself would like to get as high as /curedisease, but I don't care about /revive. As long as the best uses of the doctor profession are pick-n-choose, any /healmind stimpack would be Bad.It can be done right, though.


1. Make it convert Mind damge into BattleFatigue at a ratio of4:1. 1000 mind damage,250 BF. This is a realisticside effect of the kind of psychostimulant we're talking about. This will ensure it does not get abused in combat; at most, the poor guy will get one mind boost per combat, maybe two,before he's got so much fatigue he can't shoot straight. This should be an emergency med, not popped like Tic Tacs (as Stim Bs and Cs are now).


2.Doctor Medicine Knowledge 4 required (whatever it's called). Nobody takes this except to get to Master Doctor; all it gets you now is bigger buff packs.


3. Cuts remaining time on any stat buffs a number of seconds equivalent to the mind healed. 1000 mind healed, lose 1000 seconds off your stat buffs.


The battle fatigue alone should be enough to keep doctors from using it on themselves. All their other stats would promptly go to hell. The BF would hit the doc's Focus and Willpower, so what good is mind-healing yourself now, if it slows down your healing rate for the next 20 minutes? And further /mindheals only make it worse. It would still be useful on a sufficiently buffed character, maybe twice or even three times, because what good is a doctor who hurts more than he heals? The point is, the /healmind should be a jolt of adrenaline that has short-term benefits with a harsh long-term tradeoff. It could be used to evacuate a patient out of a dangerous location. Because more BF = more downtime later in the cantina, most people wouldn't want to use this unless there were any other alternative. (It would also make entertainers more useful and get them more XP.)


What do you think?


Escia




Remember, there is no I in team, but there is an I in "Oedipus."
Helld0g
Thu Aug 28, 2003 1:01 am
#29

well if u'd be smart, u'd take a dancer with you and a scout too to set up a camp........ I know u people want to be able to do everything and blame that mind should be for something else but an entertainer makes sense to clear up your mind......




Helldog
Baigs
Thu Aug 28, 2003 1:38 am
#30

yes in the middle of a battle we are gonna stop, set up camp and dance while everyone is fighting around us. Nada.



BAIGS
WRATHCHILD

Champion of the Sisterhood and Shieldmaiden Minstrel of the Rebel Alliance"
MOUSE SURAT
The Wandering "Ninja Healing" Bothan & Author of 101 ways to BBQ a Rebel.
"Once upon a time on Intrepid" - The Ongoing Epic. Chapters 15 are up so far
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