Doctor Archive
Thread: New Profession Idea for Medical People
Here is an elite elite medical profession. I'm not posting in
hope the DEV implant this quickly, however i think it would be
nice that if we can come up with enough ideas for one and DEVs
add it to future plans on expanding professions.
Now this professions needs to be kept pure medical people.
What it means is, master doctor and master combat medic would
be required
As you'll see, my plan here isn't to get any more useful medical
crafting stuff until you reach master.
Combat Doctor (seem like a logical name)
=============
Each skill box, noivce to master will cost 1 point (total 18)
Note if we go this route, we won't be able to have any weapon
skill. The most points we'll have left after master CM and DOC
just happens to be 18 points
As posted on CM forms, some kinda of attack weapon. Here I call it
a Medical Squirt Pistol (MSP) this would be more like a squirt
gun type thing where we shoot acid. We would be required to craft
our own power handler for this. This weapon isn't meant to be extremely
powerful but better then a CDEF pistol. Also we shouldn't have any
special attacks
[Novice Box]
Crafting item: Medical Power Handler.
Weapon Cert: Medical Squirt Pistol (MSP)
Skills: Survey and Sampling, First Aid 2
[Box 1: MSP improvement]
This would give us a few skill mods, perhaps mirror the mods for the
marksman pistol skill. Requires Pistol Exp
[Box 2: Improved Treatment training]
This would increase your treatment and treatment speed +5 per level
for CM and DOC. Requires Medical Exp
[Box 3: Improved Medicine Knowledge]
Medicine knowledge +10 per level for CM and DOC
Required Medical Exp
NOTE: Not very useful til master
Box 4: Improved Medical Crafting
This would give +5 to Medicine Assemly and Experimentation per level
for CM and DOC. Crafting EXP
You'll have 12 experimental points once you hit lvl 4
[Master Box:]
Crafting item:
Mind Trasfer Packs: Basically it's healing another persons mind but taking = points
off yours. Typically you'd want to transfer 100 - 300 points at a time.
Useful if you aint using alot of your mind power and a riffleman is.
Advanced Medical Power Handler
Advanced Ress Kit = Higher Range & People come back with less damage
Area Stim D
Acid Pack: Apply on corpse to force someone to clone at the neariest place.
Basically prevents a doc for reviving by destorying the corpse.
Advanced Cure Poison and Cure Disease packs - better cure.
Area Cure Poison and Disease: Should do about half of what standard cure poison
and disease does. Taking 3 or 4 packs to cure a
group. But a good counter on a massive area poison
attacks.
Advanced Wounds Pack - Cures the 6 stats wounds in one pack. These would be
equal to a B wound packs.
All these Packs should need high medicine use to prevent them being crafted
down below 100 med use (stops non-combat doctors from using)
I really hope some nice feed back comes in on this and maybe DEV's will read
this and add future plans.
Note: These are just ideas to get the ball rolling, some might be bad others may be
good, I'm sure if the idea is liked by DEV's they will pick and choice what they
like.
Also I think it is very important not to make our pistol use very strong, we don't
really want tons of Master Combat Doctors running around because we got all these
packs plus good pistol use. Basically what we want is to be able to do some kind
of damage while we aint doing medical stuff. This is why I didn't add any specials.
Our main goals should be to heal, poison and disease. It is also important to have
this pistol, it really sucks to have to posion C a 800 HP MOB cuz you have nothing
else to hit it with.
Kuurus - Master Doctor and Master Combat Medic
But I do like you're idea. just don't hold your breath
A couple of the crafted items I like quite a lot. I'm not sure that it justifies an entire class. In particular, I like the area Cure Poisons and area Cure Diseases, and I really like the 6-stat woundpack. Sometimes it's just not worth expending 6 charges to fully heal a person who's merely scratched.
An acid pack to force someone to clone at the nearest cloning center could be either an exploit or a valid tactic. I don't agree with it as written. One of the biggest complaints of PvP is the endless clone-rushing where the Rebels attack Bestine (for example), die and reclone in Bestine endlessly, and the battle only ceases when Mom says it's time to do your social studies homework. Being able to force someone to clone nearby means you could launch such an attack and force your friends to spawn closer to you without paying the cloning costs -- or it means you're forcing your enemies to spawn with wounds that they paid not to have. Either way I can see problems.
A high-level elite weapon skill built into the class would allow doctors to take higher-level missions than they now can (unless they've mastered some other weapon with their remaining 110 points). This would allow your combat doctor to solo more missions than he can now. Is soloing a good thing or a bad thing? I dunno, ask the designers; they appear to enforce grouping.
Instead of Area Cure Poisons and Area Cure Diseases, I would rather seeResist Poison buffs andResists Diseasebuffs. We could also provide a Coagulating Agent buff (to resist bleeding), Adrenaline Buff(to resist Stun and Dizzy) and maybe some kind of 15% resist acid buff (though this might tread into Armorsmith territory).
A kit for Sterile Dressings would be nice, too. Right now one bleed from a frag grenade or a shear mite burrower forces me to do 8-12 First Aids before the bleeding has stopped, and by that time, the poor patient has 500+ wounds. First Aid is no more use than /tendwound.
You have some good ideas, though. I hope they get noticed.