Doctor Archive
Thread: new doc skill?
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pircio
Mon Dec 20, 2004 11:51 am
#1
now let's "pretend" that there was no CU and nothing was changing about docs. ASIDE FROM MIND HEALING, what skill would you add to a doctor's list and where would it fit into the tree?
personally... i would put a /removeEnhance command in. It would, obviously, remove all doctor modifiers from someone's Health and Action stats.
this command would only be allowed through group or /consent, and only whenyou could buff (with a droid or med center or camp NOT in a cave). It would require a med use of 50 and you would get it at novice doc. You would have to use an item for it, craftable at Advanced Med Crafting (xxx2). This would be a one time use, for all stats.
component would need 3 liquid suspension, 2 bio controllers, 1 chem release dur mech, 12 floral, and 12 water.
success/fail rate based the same a poison would be now.
anyone else? keep in mind you have to be original 
Legende
Mon Dec 20, 2004 12:28 pm
#2
pircio wrote:now let's "pretend" that there was no CU and nothing was changing about docs. ASIDE FROM MIND HEALING, what skill would you add to a doctor's list and where would it fit into the tree?personally... i would put a /removeEnhance command in. It would, obviously, remove all doctor modifiers from someone's Health and Action stats.this command would only be allowed through group or /consent, and only when you could buff (with a droid or med center or camp NOT in a cave). It would require a med use of 50 and you would get it at novice doc. You would have to use an item for it, craftable at Advanced Med Crafting (xxx2). This would be a one time use, for all stats.component would need 3 liquid suspension, 2 bio controllers, 1 chem release dur mech, 12 floral, and 12 water.success/fail rate based the same a poison would be now.anyone else? keep in mind you have to be original
That's actually not a bad idea at all... but as it stands it is rather useless since we already have a remove buff command... /deathblow. PvP death doesn't cause decay if insured, but even if it did, the doc that will rebuff you can most certainly rez you too.
I guess first change I'd like is moving /healEnhance to Master Doctor. Master has always been lacking justification, proof of which is in the number of 0440 Docs out there simply so they can buff themselves almost as well as a Master. There is currently no real need to have Master unless you intend to craft, which alot of rent-a-docs don't do anyways. This change will never happen tho, too many rent-a-docs out there that would protest it.
For a new skill, I really couldn't say. Besides being able to heal mind in CU when supposedly it won't be as important as it is now, I can't think of any outstanding issues that could be resolved, or systems that could be improved with a new Doctor skill. We're pretty good as it is, just unneeded until CU, with the exception of our buffs.
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