Doctor Archive

Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks

RebRifle
Sat Jul 17, 2004 8:30 pm
#53

I am a CM and i would like to bring an argument here so please hear me out. Since we are at the battle field we should get the AOE Cures but not say as effective as docs because it would be more like a gas and the fact we are not as well trained in that area, but also consider we are experts in biowarfare so we know what we are oing with these things. This brings me to the inoculations who better to make them then the uy who is expert in the thing its trying to defeat. I say give it to MCM's to craft but make it so bolth say MCM's and MD's use it. This will also give more meaning to MCM which is currently almost the same as a dabbler. Also it gives us something to sell, as of now we can only supply other cm's who make there own stuff anyway. This way we can make some funds with out he almost constant and dull mission grind. What do ya guys think?

Message Edited by RebRifle on 07-17-2004 08:34 PM

Houdani
Sat Jul 17, 2004 9:33 pm
#54

Let CMs get meds whichREDUCEthe fever,while Docs get meds which CURE the fever.


Let both CMs and Docs have single and areaflavors of theirrespective meds.


CMs will have ranged packs, while Docs will have immediate vicinity packs.


Simplicity.


H.




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TenshiHanaKinu
Sun Jul 18, 2004 4:36 am
#55






RebRifle wrote:
I am a CM and i would like to bring an argument here so please hear me out. Since we are at the battle field we should get the AOE Cures but not say as effective as docs because it would be more like a gas and the fact we are not as well trained in that area, but also consider we are experts in biowarfare so we know what we are oing with these things. This brings me to the inoculations who better to make them then the uy who is expert in the thing its trying to defeat. I say give it to MCM's to craft but make it so bolth say MCM's and MD's use it. This will also give more meaning to MCM which is currently almost the same as a dabbler. Also it gives us something to sell, as of now we can only supply other cm's who make there own stuff anyway. This way we can make some funds with out he almost constant and dull mission grind. What do ya guys think?

Message Edited by RebRifle on 07-17-2004 08:34 PM





It's not that simple.


Giving you AoE cures gives you , in effect, our whole Field Surgeon tree. Unless they create a new ability called "/reduceDisease" and "/reducePoison" or something which can not ever truly "/CureDisease" or "/curePoison", that's basically saying : "Hand over Doctor skills." To that I say, "Sure, but only if we get some of your skills, too."


---


And to requiring multiple applications to remove a poison? Are there no flowers on Lowca? My Cure Poison packs are around 570 right now. I can one-shot a 1100 mind Spider poison with no difficulty and I don't even have exotic components or very good flowers. I'll be making stronger ones, soon.



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RebRifle
Sun Jul 18, 2004 7:49 am
#56

Then make the area cure poison a different command so we can't use doc meds.
Zurck
Sun Jul 18, 2004 8:58 am
#57






hambokc7mrp wrote:

if docs need to buy CM componets then CM should have to buy doc stuff.

also if i was a CM i would not sell componets that mack it so docs can counter my stuff.








CM's have to buy components to make our Ranged & Area stim packs from docs.


I am a CM who plays almost strictly PvE so I would have no problem selling my goods to Docs. Even if I was only PvP I would be happy to sell to docs on my same side.



Sall M'on
AoD
Black Sands, Tatooine
Visnja
Sun Jul 18, 2004 9:01 am
#58

Ok ... I guess it's my turn to put in my two cents ...


Combat Medics are just that, Medics in Combat. They shouldn't have any curing abilities as theyjust prep the patient for Doctors. CM's should be able to temporarily stabilize a disease/poison, not cure it. The disease/poisonshould still be present and required to be cured only by aDoctor with that skill. Since there is no suchprofession asCombat Doctor, it only makes sense not to give Doctor skills to a Medic. If that were the case, there wouldn't be any need for Doctors as Medics could do the same thing. I know I don't want to spend my entire career buffing. I enjoy play on the battlefield as much as the next person.


I'd even go so far as to say they shouldn't be called area cures,theCM's should have to directly apply the stabilizationto the person infected, with no ranged abilitieswhatsoever. A Doctor cannot Area Rez anyone, it only makes sense ... well, to me.


In regards to Innoculations, this should be a Doc only skill. Possibly in the same skill tree as cure poison/disease. But innoculations do not keep you from getting the poison/disease. You will still get it, but it wouldn't be as potent. It's an "innoculation" not an "immunity". There is no or shouldn't be any med out there that makes a player immune to any disease/poison, otherwise having a CM apply the disease/poison becomes redundant. The innoculation against disease/poison should be applied, as someone had already previously mentioned, in the same manner as a buff ... prior tohitting thebattlefield.The innoculation syringe should be created in the same manner as buffs, using ABEC's and ALS's. Then the organic should be either domesticated/wild milk or eggs and the inorganic should be reactive gas.


Basically, I see that as a balance for doctors to the combat medic.



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TenshiHanaKinu
Sun Jul 18, 2004 1:04 pm
#59

I'm not against a stabilize disease / poison command of some sort that can reduce its effectiveness... maybe by a percentage... 'cause then you would still need a doctor to remove it.



I am kind of keen on this whole CM / Doctor Interaction, though. We can manufacture Cure Poisons but we don't know how to make it distributable via the air... why not have to get that from Combat Medics... and set it off point blank. Since they have to buy from us, we should buy from them. This works for me since I have plenty of CM friends who would make the components I need.



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Lexy
Sun Jul 18, 2004 1:25 pm
#60

I like the stablizing idea. How about instead of Area Cure's, CM's get an Area poison delay & Area disease delay. Instead of reducing the poison and disease effectiveness like cures do, have it delay the next tick of poison on a person. Poison ticks in 8 seconds, so if a Cm tossed this AOE delay on his group, perhaps it would give an additional 5-10 seconds on the next tick, giving doctors a little more time to use their cures. The AOE would have potency, so that there's a chance not everyone will get the delay on their poison.

Or, have the AOE extend the tick on every tick during that poison or disease's course. If it will delay every tick, perhaps make a shorter time, like an additional 3-5 seconds every tick.

And make it so delay's can't stack, each person that is poison or diseased can only have a delay added on each type once.

This will keep the doctor's curing, and give the CM's a pivotal Field Stablizer role.
RommiLancaster
Sun Jul 18, 2004 1:27 pm
#61

1. When it comes to Innoculations I think a lot of people are in agreement that is should be a Doctor ability. There has also been some great posts on how it should be crafted which I tend to also agree so I'll leave it as that. Innoculations should give players a certain % of succumbing to poisons/disease, and of course this % should be based on level of the innoculation and the resources used. It should have a long duration but not as long as a buff, maybe 1 hour at the most. This would give enough time for players to prepare for PvP and give them that protection while they are out and about.


2. Now when it comes to Area Cures I've read a lot of discussion going back and forth why CMs should get it or why Doctors should. And I see the point a lot of you are trying to make, but I think the main problem that Doctors have on giving this ability to CMs is that it basically takes away our ability to heal poisons/diseases as we are the only profession who can. So why not change it from an Area Cure to something that doesn't cure but rather lessens the damage/duration on poisons/diseases. Players would still need to be cured by a Doctor but at the same time CMs would be able to give players enough time to be cured rather than being incapped in a few ticks. Handing the ability to cure poisons/diseases to a CM evenat a much lower effectivenesswould un-balance the role of a Doctor. I've always saw the two professions as this...CMs cause the poisons/disease...Doctors take them away





Rommi Lancaster

RebRifle
Sun Jul 18, 2004 3:37 pm
#62

The point i am arguing is that CM's are not only paramedics but biological warfare experts. When we went to medical school we spent some time in healing then sorta switched our major to diseases and poisons. We would know about it more then a doc would, so naturaly we know how to treat it, just incase we say **edit** up and breath in the stuff or how ever its transfered to the group. Now i am not saying a doc doesn't know how but wouldn't know how to craft an AOE ranged treatment nor an inoculation because thats not there specalty. They would know how to use it(excluding ranged) but not make the stuff and a cm would be able to do bolth. A doctors place is not on the batlefield, and in RL a paramedic treats say a snake bite on the scene he has antidotes near him. When a doc gets him he make sure he doesn't have any interior dmg.
TenshiHanaKinu
Sun Jul 18, 2004 4:10 pm
#63

A doctors place is not on the batlefield


Explain the /revive command, then.



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Gnuut
Sun Jul 18, 2004 4:35 pm
#64






TenshiHanaKinu wrote:

A doctors place is not on the batlefield


Explain the /revive command, then.






"Combat Medics should not be able to poison and disease as they are medics" -random unknown CM nerf crier


Explain why we have /applypoison and /applydisease commands then.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
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I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

TenshiHanaKinu
Sun Jul 18, 2004 5:13 pm
#65






Gnuut wrote:





TenshiHanaKinu wrote:

A doctors place is not on the batlefield


Explain the /revive command, then.







"Combat Medics should not be able to poison and disease as they are medics" -random unknown CM nerf crier


Explain why we have /applypoison and /applydisease commands then.









Last I checked one of the CM titles is "Chemical Warfare Specialist."



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nnnnnnnnnnnnnnnnnnn Doctor Tenshi Kyrie Moya
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn Moya's Extended Biography (Synopsis)
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn (( RP )) Level 90 Medic
nnnnnnnnnnnnnnnnnnnn Master Politician // 4444 Reb.Pilot
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn Infamous Bria Celebrity! Sorry, no autographs.!
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn Support Crew. July 2003 - Feb 2007.
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