Doctor Archive
Thread: How inoculations should be?
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TaeRocko
Tue Mar 02, 2004 2:54 am
#1
First off, I don't like the idea of area cures...it just doesn't make much sense. Poisons and diseases can be an airborne thing, but the cures to such would not be, they should be administered on an individual level.
I think this should be a doctor skill and the schematic be in the doctor tree. However, I think the schematic should call for CM sub components. I know applying RL logic to this game is feeble, but I'm going to do it anyway. By using CM subcomponents doctors are in a way reverse engineering the poison/disease to find a vaccine. The vaccine's effectiveness should be tied to the effectiveness of the sub components. However, I think a vaccine if made with the same subs and equal quality resources as a poison/disease should be 75% effective. There should be an individual schematic for each type of pool a CM can hit in both a disease/poison variety since they are inherently different and would require different vaccinations.
For instance, a CM crafts a 300 effectiveness poison. Using identical subs, a doctor can create a 225 effectiveness vaccine. Have the vaccine tied to the doctor's injury/wound treatment similar to CM's effectiveness mod. So a 300 eff poison ticks for 600, but with that 225 vaccine (and 100 injury/wound treatment), it ticks for 150 (600-450). With regards to duration, up to an hour depending on resource quality would be sufficient.
Suggestions...comments?
-Tae
I think this should be a doctor skill and the schematic be in the doctor tree. However, I think the schematic should call for CM sub components. I know applying RL logic to this game is feeble, but I'm going to do it anyway. By using CM subcomponents doctors are in a way reverse engineering the poison/disease to find a vaccine. The vaccine's effectiveness should be tied to the effectiveness of the sub components. However, I think a vaccine if made with the same subs and equal quality resources as a poison/disease should be 75% effective. There should be an individual schematic for each type of pool a CM can hit in both a disease/poison variety since they are inherently different and would require different vaccinations.
For instance, a CM crafts a 300 effectiveness poison. Using identical subs, a doctor can create a 225 effectiveness vaccine. Have the vaccine tied to the doctor's injury/wound treatment similar to CM's effectiveness mod. So a 300 eff poison ticks for 600, but with that 225 vaccine (and 100 injury/wound treatment), it ticks for 150 (600-450). With regards to duration, up to an hour depending on resource quality would be sufficient.
Suggestions...comments?
-Tae
Travin64068
Tue Mar 02, 2004 11:21 am
#2
This all makes sense, but the last thing that Doctors need or want is more dependency. If this is done then it should be done with current Doctor sub components. Currently we are dependent on Artisans and Scouts. Soon we will depend on Tailors for synthetic cloth for fire blankets. I know what everyone will say, "If you don't like it spend the skill points and do it yourself". Well to calculate this, to have Master Doctor, Novice CM, Novice Scout, and Novice Artisan, it costs 205 skill points. This is without a single point spent on weapon skills, or past Novice in Scout, Artisan or CM. And kick the skill point cost up to 225 if you want to get Novice Tailor for the fire blankets.
I think we need some type of inoculation for poison or disease, but I hate the idea of being dependent on yet another profession to perform our job.
- Travin
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