Doctor Archive

Thread: Dev Response to Top 5 Issues for September

ISB_Shiggins
Mon Oct 06, 2003 6:58 am
#66

ON TEF Issue there was a Incap guy in Theed and a Pet he Stood up by him self ( Not attacking Anyone ) i healed him and i get a TEF and get killed this is a Mjor Problem i think u should Only get a TEF if there in * FIGHT* Mode , not if there not fighting



Shiggins
Pistoleer/Smuggler/Tera Kasi
Ahazi Cords NUMUNJII NABOO
Gunman21
Mon Oct 06, 2003 5:34 pm
#67

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?





Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

Zarlor
Mon Oct 06, 2003 6:47 pm
#68

Trust me, I'm trying to force this argument and the issue in general on teh Corre forums. This one is getting on my nerves quite a bit right now, but it is Publish week, so the Devs are very busy at the moment. Hopefully I can engage Ben in a more direct dialog on this matter next week.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Gallion
Tue Oct 07, 2003 1:18 am
#69

There is no point in comparing Doctors to Combat Medics for healing damage. A master Medic can heal damage just as well as a master Doctor (there are no bonuses to damage treatment anywhere in the doctor skill tree). Combat Medics on the other hand can get a higher bonus to their healing and can heal at range with their significantly more resource intensive stimpacks.

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.
Gunman21
Tue Oct 07, 2003 9:13 am
#70

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.





Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

ParadigmRed
Wed Oct 08, 2003 6:10 am
#71

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.

Travin64068
Tue Oct 14, 2003 7:28 am
#72

Here's a couple ideas I've come up with.


Master Doctor Benefits:



  1. Reduced mind cost on heals

  2. Reduced mind cost on tends

  3. 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.



Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
BinkCollette
Tue Oct 14, 2003 2:47 pm
#73

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).





Shiquan Yunxi
-Light Jedi Knight-
Bink Starcrest
-12pt Crafter Soon-
Groth
Sun Oct 19, 2003 10:22 pm
#74

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

Motako
Thu Oct 23, 2003 5:54 am
#75

here's my suggestion not only for doctors but also for all artisian classes, CRAFT YOUR OWN BLUEPRINT SCHEMATICS!! and no I am not talking of those that you put in factories I am talking of mix dunno... health stimpack E with cure poison to create a Healthstimpack/curepoison pack, then craft one with experimentation and such... these could be new daft schematics that can be traded or sold even (since they require to be master doctor to make, but any other doctor can use them after) this could lead even to artisians make hybrid crafting stations, of armor and tailor crafting AND chemical and food crafting all in one! or multiple weapon powerup all in one, a muzzle with a barrel for the barreled muzzle of evil rifle galore! or whathever the case, of course I do realize this can lead to ALOT of problems on the programming part, but it would give an awesome variety to items crafted. (think about composite/uberese armor or compisite armor with personal shield embedded into the armor chestplate, extended durability and possibility to 'recharge' it instead of having to repair it)... ok ok I am just dreaming here I better submit these ideas to the devs.



- Colonel Motako Kusanagi, Master Doctor. Visit our store in IMP city on LOK at [252 1492] : crates of: powerups, tools, electronic gp modules, memory modules, control units, cdefs for slicing pratice, vehicle customization tools, fiberplast panels, droid batteries! and also shellfish harvesting tools, dor and non dot nightsister and virbo lances, rancor bile (dozens), rancor teeths, swoop bikes, clothing and armor attachments, rancor padded armor segments! over 400 items in stock!
gigaherz
Fri Oct 24, 2003 2:19 am
#76

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)




sasqua Spy on Gorath
dfx Elder Jedi on Gorath / v-V-v
Visit the Corelian Arts Center and my vendor on 148/-3180 (about 1000m from Coronet)
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