Doctor Archive

Thread: List of Issues for November. My suggestions that wouldn't fit the format in the main thread.

NinjasLovePirates
Thu Oct 30, 2003 11:19 pm
#1

Okay, I'm a 4-3-0-4 Medic (so I'm not totally experienced in Doctor, but I'm headed there). I am a Master Architect, Master Artisan, Expert Armorsmith, etc so I'm quite familiar with the crafting/surveying/harvesting issues.


Issues 1 and 2 had to do with doctor's being indepent from scout/artisan skills or players.


I suggest that the Organic Chemistry branch include micro-organism study, harvest, and experimentation. This way doctors could survey, gather, and grow mini cultures for components for medicines. This would give the Doctor a more scientist feel and give them more independence. To do this, it would require an artisan crafted tool and a personal lab station crafted by an architect.


That would take care of the Organic requirements of stims (maybe the water, chem, gas, and metal too...)


To take care of the meat requirements, I suggest that the Survey branch of Artisan open up the Farmer and Miner class (like it still says on the Artisan description during character creation). Then, the farmer could have a livestock branch which they could use to breed animals for meat, milk, and eggs (no hides or bones). This would be greatly fun, and also create a lot more meat on the market (since hides and bones can be sold for more than meat unless docs pay a lot). More meat, better meat, cheaper meat, fun for all.


That takes care of harvesting...


For the mind healing thing (something that bothers me a bit), I suggest this. Maybe there could be 'pain killers' to easy the mind pains of players. Though, since a pain killer of such a healing strength would realistically down the player some how, here's what I suggest:


Have a drug that would quickly cure mind (through instant cure, or a strong 'cure over time'), but have the side effect of dizzy, a penalty to Defense Vs Posture Change, and/or maybe a random chance of lowering posture. Alternatively, this drug could only be applied if the target is sitting or prone.



I think that I've covered issues 1, 2, and 3 with these proposals. Let me know if I'm on to something, if I'm way off, or if I'm covering only some of the bases. My goal was to fix some things while adding NEW content, not just cloning other professions (like adding a watered down /sample).


Please give feedback to this as I would love to see what others think




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


NinjasLovePirates
Fri Oct 31, 2003 7:39 pm
#2

*bump*


Are these to great/horrible for comment? Does anyone care? I'd like to hear something back, if only from the correspondent.




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Zarlor
Sat Nov 01, 2003 9:17 am
#3

I haven't been on to comment (and haven;t even read these yet.) And actually ALL commentry is more than welcome on that main thread. It's doing double-duty right now as both a Voting trhead AND a commentary thread (just put commentary after votes or in seperate messages.) At any rate when I get a chance I'll give these a more throurough lookover but it likely won't be until Monday, I'm sorry to say. Right now I have to get ready to go to Baton Rouge for the LSU game tonight. Geaux Tigers!



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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