Doctor Archive
Thread: Dev Response to Top 5 Issues for September
Wait, so we're told that we can't get a decent way to get our medical supplies to make our stims without picking up artisan, but CH's can use pet stims without novice medic?
Anyone else see the problem here?
Small Stimpack E: 24? seeds and polymer (I think), 3 bio effect controllers, 1 chem release, 1 liquid suspension. usable at master medic
Ranged Stimpack E: at least 8 aluminum, 24 organic and inorganic (probably specific), 3 bio effect controllers, 13 (should be 3, but its not fixed yet) chem release duration mechanisms, 3 liquid suspension. not sure when its usable cause I'm not going to waste 13 CRDMs to make one
Combat Medics are an elite profession, and tied for second most skill point intensive profession with Commandos. They pay their dues, they deserve their props when it comes to their stimpacks.
As for medics using woundpack Cs to climb through their medical tree. The best I've ever done for experimenting ease of use on a C pack was to get it down to pharmacology 4, and at that point it wasn't a whole lot better than the B packs I normally make.
My thoughts on the beneftis of Master.
I truely beleive that we should move rez kits to master.. It would not only increase the desire for a master doc in your group, but it would keep out the dabblers. (Not that dabbling is bad, but I don't like the idea that the dabblers can get pretty much everything good in the doctor trees minus speed and a few skill bonuses).
RP value: Only the highest skilled doctors can revive a dead person. A half trained doctor wouldn't know how to do it.
My thoughts on the mind heals/consolidation stims/wound packs: I don't like this idea. Heres why. A mind stim 'A' wouldn't heal mind for that much. Now granted, it would work on incapped people, but what happens in a pvp or pve fight when someones getting mind hit and his mind's going down really fast? A mind pack 'A' would only heal for 50 or so (which I'm just guessing based off the 'damage' stim packs).
I like the smelling salt idea to raise a mind-incapped pc, but if we're going to get a mind stim, we need something that will help us in battle, which is the real problem anyways. I'm all for getting a mind stim, but I just want to make sure that, especially at master, we get one worth our while. (If this isn't possible due to possible exploits, then just getting the smelling salts would be fine. But that seems more like a novice skill, since anyone can hold a peice of salt to someone's nose)
As for the consolidated packs, same thing. If we only get the equivalent of 'B' packs, I won't use them, because the regular way would probably work faster. It's a good idea, but again, if the quality of the packs (base heal) arnt up to normal standards that we have now at master, it won't be worth the time, and I will feel like we're still not getting anything usefull at the master level.
Rez kits should be the benefit of master doctor, imho, and all the other things listed should be spread out throughout the rest of the skill trees to give our profession a little more variability.
I have heard that first-aid was being addressed. Glad to hear it.
I'm having a lot of fun as a doctor. True, it doesn't leave many points left over for combat skills, but thats probably as it should be.
My only suggestion concerns the wild range of buffs, and I think I have an easy fix. For starters, there is no way I want to give up the high buffs for consistent mid-range buffs. I honestly believe this would seriously harm our profession. Besides, some degree of variety is the spice of life.
The easy fix: Without complicating things or adding a new pack to the game, how about this: When you attempt to use an enhancement pack on someone who already has an enhancement to that particular attribute, an option comes up to REMOVE the enhance. Selecting yes would use 1 or more charges of the pack in question and remove the enhance. Now you can try for a better hit if you wish, but the cost of doing so must be carefully considered by the doctor, since enhance packs are far too expensive to waste charges lightly. This way you lose more that just a higher buff overwriting a lower, as was suggested in a previous post. So how far you are willing to take it becomes a matter of available materials and cost. Sure, you could keep buffing and un-buffing a player until all his stats are at 3000, but that would cost a lot of charges, more than I would be willing to spend. In the manner I suggested I could make a deal with my patient beforehand: "I'll redo any buffs under 1700 secondaries, 2000 health or action" and we can reach a happy medium.
It may seem stupid, but when I'm buffing someone the randomness actually makes it more fun to a degree. Sure you always want to hit high, but who among us doesn't bare their teeth and make a little prayer every time you hit someone with a pack? Have you felt the anticipation? This would just give us a way to recoup when we get the lousy 700 hit.
This is just what I think. I'm happy to hear some feedback.
Seraphim.
Here's a couple ideas I've come up with.
Master Doctor Benefits:
- Reduced mind cost on heals
- Reduced mind cost on tends
- Mutiple stat wound packs (like health and secondaries)
Mind Heal Idea:
- Allow someone (I don't really care who at this point) create a Mind Stimpack. This pack could require Spice as an ingredient in the Schematic. This would promote interdependency. Using CRDM's (Chemical Release Duration Mechinisim, it's in the title) would control the release of the spice to prevent an after effect, but it wouldn't buff your mind just heal it. This Mind Stimpack could goto Master Doctors as an MD perk.
I havesome master doctor/master combat medicperk idea:
Create a High Power Mind Stimpack - Give it a Medicine Use requirement of 100 remove 'ease of use' from the experimentation portion of the crafting. Give the schematic to Master Doctor skill box.
Create a Decent Power Area Mind Stimpack - Give it a Combat Medicine Use requirement of 100 remove 'ease of use' from the experimentation portion of the crafting. Give the schematic to MasterCombat Medicskill box.
Other Ideas:
Create an immonia salts stimpack - Give this to Combat Medic - Have it instantly revive an Unconsious individual (aka set their negative pools to 1).
Just an idea for the Master Doc perk......how about a little help against the Combat Medics and make a Syrum or Anti-body to diseases that a doctor can give to you for ashort amount of time or that works until next poisoned. just an Idea.
Docs run the World
Ideas for Master Doc and High MEd advantages:
Just let the drain in mind pool be smaller for that.
have fun
DFX (no master in anything)