Doctor Archive

Thread: Make Poison/Disease Cure a 0 skill lvl use.

Haywood
Fri Feb 06, 2004 6:15 pm
#1


Zarlor,


Has anybody thought of this. I do believe that a it should be a master doctor ability to make a cure poison/disease packs that require 0 skill to use. There is no reason why a person can not put the auto injector to his arm and cure him self.


This is just a thought. This will also allow another perk to master the doctor profession and allow him to produce a product that everyone can use. This applies mainly to PvP but also to Pve with more mobs hitting with a poison, disease effects.



My second request for the future is to make the cure poison/disease/dizzy/intimidate/blind require action ham vice mind ham for the heal. More specifically in PvP 90% of the time the cure posion/disease is for the mind DOTs. It makes no sence that we have to use mind ham to stop mind damage. This goes with the thought of using our mind to heal our health and action, well why should we not use our action to heal our Mind, or more specifically damage to.


My thoughts for the future. I have changed professions but have remained a master doctor since the begginning.


Cheers

Message Edited by Haywood on 02-06-2004 05:15 PM




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00101000000010010110000111011000001101110000110101 COL Haywood'
11010011000100010110011101001000001000001110110111 Master Bounty Hunter
11100111100011011001010110100101010110110011101000 01101000110100101101110000011110011010100100110001 Imperial Ace Pilot
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Sistere
Fri Feb 06, 2004 7:21 pm
#2

Stim A's are not even a MU 0 skill so I do not support this. Nice idea though and it would prove a popular product for Doctors to sell. Probably the biggest thing I have against this is the fact that it would negate the effects of a skill that is that of an elite profession, and basically grant players in general the skills of an elite class.


Thanks



Chinatown Medical Group, Sistere Allison MD/MChef and Alexi Carlone MD

Wanderhome
Zarlor
Fri Feb 06, 2004 7:28 pm
#3

A 0 in Med Use wouldn't mean anything anyway, since you'd still need to have obtained the /curepoison command to even use the pack, which you don;t get until you are in the Doc tree.


Besides, we areleady have a sitation where only a Master Doc can make something that almost anyone can use (well anyone with Novice Medic) in Stim Bs. I think all that does is to dilute Doctor skills (or int he case of Stim Bs, Medic skill) more. I think that we have better options for balancing CM abilities with something like an Doc-centered, point-blank AoE cure aility, or some of the immunization options offered before.


Not to mention that putting cures into just anyone's hands will make the CM profession completely useless on the DoT side. It would be WAY unbalancing to them.


Overall it's not a proposal I think I would support. (Not that it would be up to me even if I was still the Doc correspondent since proposal which got some level of support would still get onto the list and it was up to all of you folks to vote on how things shoudl be prioritized. I still just push for issues that get voted in no matter what my personal views are.)





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Sif
Fri Feb 06, 2004 8:28 pm
#4

I would be against this also. First, curing a poison or disease is an intricate process. It's not like applying a bandaid, pitching a simple tent, or flipping the switch on an automatedharvester. It takes training to use either medicine or proper field techniques. The only other profession that could make a legitimate claim to have these abilities would be the Ranger (think of a snakebite and sucking out the poison from it and/or applying a natural antidote like aloe vera), and even then curing disease for them would be a stretch.



=========================================
Col. Edlas Ariarti, M.D., M.P., RogSq

Please do not confuse me with Siff. This handle comes from a nickname I had on another game I used to play.
MousePad
Fri Feb 06, 2004 9:25 pm
#5

A very intresting idea.


I support this, because it would enable trade with other professions for non master doctors.


Also because the cure disease and cure poison perks are meaningless. I feel it should be the "med use" skill's purpose to decide what medpacks and stims one should be able to use. That would make experimenting them much more fun.


boodow
Sat Feb 07, 2004 4:00 pm
#6

Negative.




Terigo
Master Pistoleer/Smuggler
Commander of the Millennium Nuna
Systhro
Sun Feb 08, 2004 12:53 pm
#7

What I don't find realistic about that is that it's nothing more than a needle! If anyone without skills can inject Neutron Pixies into them, why wouldn't they be allowed to inject Medic Stims (including Poison/Disease stims) ???

I suggested this a long time ago, never got any feedback... but make any Medic stims usable by anyone, except put a modifier on it.


Like if you heal yourself, and you have no medic skills, there's a chance it might backfire and deal damage or wounds (Like if you inject it in the wrong area of your body and it does more harm than good). Or just like spice, the stim could heal you, but 10 minutes later you will get a side-effect. Because in theory, a StimPack is exactly like Spice, they are drugs... except they are legal drugs I mean, you all did know that Morphine isn't just a junky drug... it's actually used in hospitals in rl!


This is mainly for emergencies... like you know you're gonna die, and you're last ressource is a StimPack which could kill you now and not in a few seconds or save your life.


If we all want realism in this game, that's the way Stims should really be used






________________________________
In space, no one can hear you SPAM!


poon0r
Sun Feb 08, 2004 2:55 pm
#8

This isnt real life though, note wookies etc


If you apply the same logic you could say everyone should be able to buff themselvesand why not let them also be able to revive each other? the reason doc's have the abilitys they have is to keep them needed and to give them group/guild utility.





Poon, NSA Squad Leader/Swordsman, Based in Vice City on Lok
boodow
Sun Feb 08, 2004 3:36 pm
#9

The word of the day is...balance, that's right balance. Thank you all for playing the game, good luck next time.



Terigo
Master Pistoleer/Smuggler
Commander of the Millennium Nuna
DarthBukai
Sun Feb 08, 2004 11:18 pm
#10

Hmm...IRL I have some basic medical knowledge like CPR and how to administer an IV. I certainly don't know how to cure poisons and disease. I don't expect that anyone with even less than my miniscule knowledge would be able to either. I might actually support Stim A's having a use of 0 if they were cut in effectiveness, but disease and poison are the demesne of Doctors.



Zuni Fhettisch - Future Uncertain
Ex-Master Droid Engineer/ Artisan/ Merchant - Loved his 'Droids but saw no love
Gone to Medical Academy like Mom always wanted him to - Master Medic/ Master Doc
Ex-Master Marksman, Commando, Swordsman, Brawler, TKA, Fencer
isherzrawr
Mon Feb 09, 2004 12:08 am
#11

u need heal state 4000 doc to use them
Eagalas
Tue Feb 10, 2004 11:32 am
#12

Instead of reducing the med use of the cure disease/poison, why not eliminate the time limit the time restriction to use the cure state packs. This would allow doctors to cure a large group of infected people faster.


Eaglas

Master Doc



Eaglas

Master Smuggler
Doc/Pistoleer

Let the BH hunt the Smugglers, give those nice Yedi a break
Quandry
Tue Feb 10, 2004 11:39 am
#13

This would totaly remove CM's from being any use in PvP. Wile i dont like to fight them heh they are important. Yes i would say a bit over powered in a group. One on one they dont stand a chance most of the time to a pvp char with doc skills. But i dont want to see them useless. This would make docs have even less unqness...Healing poisons and disease though should be a bit faster...I would like a radious heal poison disease skill...Maby all grouped members within 15 m or so. Would take a lot of the inbalance out of cm's in pvp.



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Li'lith of Tarquinas
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