Doctor Archive
Thread: Make Poison/Disease Cure a 0 skill lvl use.
Message Edited by Haywood on 02-06-2004 05:15 PM
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.)
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.
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