Doctor Archive

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

purdyman57
Sat Jul 24, 2004 6:00 am
#79





So, Docs...


  1. How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
  2. How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
  3. And finally... Why shouldDocs get any of it over Combat Medics?





1. Should be a combo of components from bio-engineers and combat medics.


2. Doctors should get these.


3. Every profession should have a counter profession. This should only be a master Doctor skill though.

chronicyoda
Sat Jul 24, 2004 7:13 am
#80

Innoculations should go to doc... and should not last longer than an hour. Do not make them last 10 mins, what the hell would even be the point?


Area heals should not go to CM's, cause then the only thing docs are good for is crafting, buffing, and rezzing.
Nyghoma
Sat Jul 24, 2004 9:33 am
#81

Hey, why dontcha have the devs fix the poison resistance SEA's while yer at it. I've got a +25 poison resistance shirt that don't do jack!



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Cypher71
Sun Jul 25, 2004 2:48 am
#82

My 2 creds...


Innoculations: Doctor only


I believe the innoculations should work against poisons as armor does vs physical attacks. example


Innoculation A - 20% def vs poisons for a Durationof 20-40 minutes

Innoculation B - 30% def vs poisons for a Duration of 30-50 minutes

Innoculation C - 40% def vs poisons for a Duration of 40-60 minutes

Innoculation D - 60% def vs poisons for a Duration of 60-90 minutes

InnoculationE - 80% def vs poisons for a Duration of 120-180 minutes


As you can see, the higher the level of innoculation, the more potent it is. Also you could specify which HAM stat to innoculate, not just a general innoculation.


Area Cures: No one


I do not believe CM's should have any cures unless they wish to dabble in Doctor. I also don't feel Doctors should have AoE cures since that's not what Doctors are about.



Angle

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First and formost, a Private Practice MD.
eeseigeameo
Sun Jul 25, 2004 12:30 pm
#83


Personally I think that Doctors should get both inoculations and area poison and disease heals (i suggest a heal area originating from around the doctor or, to make it clearer, not ranged, just area), mainly, because our original purpose is to heal. Ive been a doc for nearly 8 months now and our purpose as a profession is not buffing others as we sit on the street. We heal states, poison, disease, now fire, and damage. CMs arent meant to heal any status effects but rather to subject others with them. If you give CMs the ability to heal poison and disease it takes the whole pvp side to doc away and any doc who suggests such a thing can be no more than a buff bot who wants yet another thing to sell on the streets of Coronet.


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Houdani
Sun Jul 25, 2004 1:16 pm
#84

Along with what Slash_DPC suggested, what if the/cure command was granted somewhere in the Doctor profession, but the curepacks (single or area)had a ranged attribute assigned to it?


Thus, a pure Doctor (with no CM skils) would "throw" it a distance of 0 (zero) meters. However, a CM who dabbled in the Doctor tree and happened to pick up the /cure commandwould be able to actually toss it some distance.


This would keep the skill in the Doctor profession, but a CM who dabbled in Doc would be able touse itquite effectively (longer range).


H.




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Houdani
Sun Jul 25, 2004 2:47 pm
#85






EatBlazingED wrote:

If you dont want docs to have AoE heals then let's take away CM's AoE and make them attack single targets.




I have beenabig fan of removing the AOE poison/diseases. If that were the case, then we wouldn't even need to have this discussion about introducing innoculations and/or area cures.


However, removing a major aspect of another class is generally not desireable, so augmenting another class in order to counter thedevestating virusesis a welcome change.


H.




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AdelphaB
Mon Jul 26, 2004 9:38 am
#86


Innoculations

If they are to prevent poison and disease entirely, I believe that they should be very short duration, on the order of 10 minutes. Experimentation could increase duration to some still very short max. If innoculations are to be merely a poison/disease mitigator as some have suggested, the duration could be on the order of enhances and experimentation could increase the amount of mitigation up to some limit. Just as a wag, I think anything over 50 percent would be pushing it, but I'd leave that to the wizards of combat balancing.


The innoculation pack could have BECs and an LSs and if we wanted to be obnoxious, I'm sure we could think of specific named organics and inorganics that haven't been used in anything yet. But make the effectiveness of the innoculation a fixed function of the power of the pack and not subject to any treatment mods.


THEN give the /innoculate command at Master Medic or even Diag IV. That would allow both docs and CMs or even sole medics to sell it on the streets. There's enough master docs getting sick of slaving away as buffers. We don't need another thing to sell. On the other hand, medics and junior docs could use some business. And when I think about it, it's not a doctor who gives me my flu shot every year. It's some frumpy nurse who does nothing more than make sure I'm not allergic to eggs before jabbing me in the arm. It's not brain surgery. If it were very short duration or limited effectiveness, it would not be unbalancing against CMs to make widely available.


AoE Cures

I would not want to see this essential doctor skill given to another class in any form. Likewise, I feel that AoE meds are the province of the CM.


There already is an AoE counter to the AoE DOT - the area stim. The problem is the messed up HAM system that requires there be an unhealable pool. If not for the unhealable mind, CMs could keep people alive with area stims long enough for a doc to get to them and that sounds like the proper order of things to me. I believe that the proposed changes to the HAM system will fix this problem and make an AoE cure unnecessary.




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ZeroK0ol
Mon Jul 26, 2004 1:52 pm
#87





innoculations typically in real life are given to poeple INSIDE of a hospitol or a facility that can handle the side effects. Now im a MD and i would like to be able to go out into a battle field and havla spam the innoculations like the rest of em, but honestly it seems to make more sence to me if u were required to be in a hospital or have a droid. this way if you are in the field giving out innoculations at least someone can target ur droid and stop you.



IMO Innoculations would be pre/post battle and should be given to Doctors. The ingrediants would include some of the current poison ingrediants from a combat medic. resiliance compound/etc. And it would be a percentage of damage reduction in a time period. I would say that the max out of this would be 1.5 hours, the 3hour doc buffs are to long to be a comparison to this.



Area cures should be for combat medics, i know alot of dr's are arguing that they cure. but honestly it IS aranged component and if a dr wants it, then they should be required to do the ranged skill trees like the cm's OR drop the tree for the cm's and put the skill points on equal footing.


just a dr's opinion



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Houdani
Mon Jul 26, 2004 8:41 pm
#88






ZeroK0ol wrote:



Area cures should be for combat medics, i know alot of dr's are arguing that they cure. but honestly it ISa ranged component and if a dr wants it, then they should be required to do the ranged skill trees like the cm's OR drop the tree for the cm's and put the skill points on equal footing.




Actually, it's AREA (not RANGED) that many of us are wanting. However, I wouldn't mind seeing a ranged variant of the cures which CMs could use ... but only if the CM dabbles in Doc to pick up the cure commands.

Message Edited by Houdani on 07-26-2004 08:53 PM




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badgic
Tue Jul 27, 2004 5:48 am
#89

Perhaps we should make the area/ranged cures available only to those doc's/cm's that dabble in each others prof's. Docs get aoe/range by getting a line of cm and cm gets cures by getting the cure box's in doc. This would definatly keep the number of area disease/poison healers down due to the number of skill points required, while giving groups the ability to counter cm's. While reading this thread im getting the feeling that both inoculations and area cures are going to negate cm's completely but one or the other would probably balance the scales.
MagenShae
Wed Jul 28, 2004 7:20 am
#90

I have to agree with badgic


I hate to see this butchered because its cool and everyone will want to be able to do it. Being a master doc/master cm whichever way you go on this, wont affect me..


Innoculations is a doctor thing.. thats an easy one...


for the ranged/area cures.. this should require a tree in doc (same as the reztree) as well a tree in CM (ranged healing distance)


the craftable items should be available in both crafting trees, or combine existing craftable items from both professions...


if we look at this in a 'real world' scenario, anyone who was (in real life) a combat medic and a doc, would be able to figure out how to duct tape a couple area/ranged stims with their state heals or cure packs and toss them at people and hope it works..LOL (i hope that made sense?)


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MagenShae
Wed Jul 28, 2004 7:22 am
#91

whoops.. i meant same as 'cure' tree in doc .... unless you want to add ranged rez (100 meters sound ok to you? )


A'ier Crestingstorm

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