Doctor Archive
Thread: Big List of Doc Issues for September (VOTE!)
Ok, if anyone else wants to be in complete agreement like that, at least do me one faver and please, please, PLEASE order them from top to bottom and give me the numbers.
Anything else makes this a LOT harder to work with.
Ok, rather than just listing my top 10, i feel it pertinent to at least explain WHY it is an issue, and offer a possible suggestion when I can. Otherwise the list is little more than a bullet statement saying 'fix enhances' with no real explaination of what is wring with it.
#1--3.Mind damage. Currently there is no counter, but for us to heal it woudl be far too overbalancing. I think the mind stats shoudl have enhance packs that go as high as maybe enhance C. Then we can buff the mind, but still not offer immediate mind healing on the spot.
#2--7.TEF Issues.& 27.Auto-Retaliate.To avoid this i would LOVE for there to be a 'working medic/non-combatant' flag. Say you unarm your weapons and armor, and set this flag. now you have a red cross above your head. You can no longer heal people directly in PvP, and enemy players can not target you even if you aern a TEF. When you re-arm your weapon, you should be prevented from firing for 5 minutes afterward, while being vulnerable to attacks. None of this shoudl effect PvE in any way.
#3--8.Medicine Organization and Inventory Management. & 39.Wound Stat Pack Selection & the /Heal Commands. If the wound/enhance/stim is anywhere in your packs it shoudl find it and use it automatically. I would like to see commands to tell it which rank of pack to use though. Ex... healWoundB woudl only use wound pack Bs. This way you can keep multiples and gauge the damage to use the appropriate pack and not waste resources.
#4-- 25.High Level Wound Pack Consolidation. This shoudl go for enhances and wound packs. It should be every sub pack of the same class (all Wound B or All wound C for example). Make there be a combination delivery unit to be crafted... then they are added with this multiple unit and recrafted into a combo pack. It shoudl use the Mind cost as if they were applied seperately, but the time shoudl count as 1 wound heal.
#5-- all the generally under powered or useless items. Curing a state is great for poison and disease. But the dizzy, intimidate, etc... all last to short for this ever to be used. Let alone craft a stim for it and keep it on your top level wasting space. These shoudl require no stim, but gain power if you DO have one. The same woudl help first aid... if you DO use a wound pack charge, it does more.
In closing, i really dont understand the people claiming docs have moeny problems. I trained a new master doc just the other night and gave him a few business pointers. Only 2 days now and I have recieved numerous tells thanking me and telling me how the money is just rolling in. 2 factories is hardly enough to keep up with demand.
Now I WOULD love to see us earn faction for healing people. It shodul be minimal, maybe 1 Pt per 100 wounds, and none for HAM stims treatments. But poisons and disease and every woudn shoudl accumulate and earn us faction for helping the cause. BUT... when we are about to heal a faction opponent, it shoudl warn us but STILL let us go ahead and heal. We should LOSE double the faction we would earn for healing an ally, but there might be some XP reward for being willing to help even the enemy.
1. #5
2. #14
3. #4
4. #24
5. #10
6. #27
7. #6
8. #13
9. #17
10. #20
Zeak: Not radical at all. It has been suggested several times and I'm pretty sure if you follow some of the threads that are linked to in that issue you will find that exact idea and the counter-argumentsto it.
It did make me notice that it had been suggested quite a bit, however, and that it was not on the (VERY many)suggested solutions list, so I did add it in.
In no particular order:
#2
#4
#5
#6
#7
#9
#10
#11
#12
#13
And fire curing (forgot the number)
My list:
1) #3
2) #14
3) #5
4) #1
5) #4
6) #6
7) #33
8) #8
9) #11
10) #19
Some changes on test server that have effect on us doctors
Check out hte huge list on test server yourself for rest.
===============
CRAFTING
When manufacturing an item that takes components, you do not have to extract the components
from the crate to put in the input hopper. You can just put the crate in, and the
manufacturing station will get the components as needed.
=====================
Fixed crafting manufacture schematic limit to 100
PROFESSIONS
Bio-engineer - Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing
tissues and clothing crafted with those tissues will still report the Medicine Use modifier
but they will not be counted for determining the level of medicine to be used.)