Doctor Archive
Thread: Ok we've seen the chages, what do we really need
Page 1 of 1
Giftmacher
Sat Apr 02, 2005 5:55 pm
#1
Well we had a look at the CU, what o we think we need to change to make us happy bunnies? Let's leave aside crafting for now, I think we'll have a better chance of success if we ask for something that doesn't reverse the anything in the CU. I have heard two things (A lot of this is a synthesis of other people's ideas like Texxie, I'm just putting it into a format to discuss, credit to those who have touched on or thought up these ideas) :
1. A medical kit we can equip to heal with. Many of us are concerned that our current healing seems like we conjure health from from thin air, and we do have a problem here, I don't believe the Devs properly understand our feelings about this, so we may have an up hill struggle. However, with a couple of good ideas I think we might make them understand why it's important to us.
First, I thing there is a crafting opportunity here, we're always told interdependence is a good thing, so why not make the kit craftable by a needy profession for a few basic components. Make it decay, like a weapon, so there is a reasonable turn over to keep business ticking along.
Second, an equiped healing pack would be both useful in combat, preventing unwanting hostile responses to attacking enemies, and more realistic by incorporating a switch over time we might ordinarily expect when going from attacking to healing in combat. As it stands we can gun away and heal, but while this is fine when we had previously had little call to heal in combat, we can now occupy a real support role and so it seems only reasonable to expect a proper healing kit thatis our primary tool in combat.
Last but not least, medical equipment features quite prominently in the films, from theapparent mini-bacta patch applied to Luke's severed arm in the Falconto the medical droids, we have all seen the Star Wars canon and know that physical technology is a big part of what makes this universe. Healing is not a unseen component of the films but a real presence, I'm sure those of us old enough to remember will recall the rather cool scene showing Luke floating in a bacta tank, and the rather cool clicking inner workings of his prosthetic hand. Star Wars succeds in this respect because it relates the wonders of advanced technology to us in a mechanical and physical context that we understand today. George made movie magic when he realised you had to dirty down the technology and ships in Sci-Fi to make it seem like it was really used, and thus possible; let's not swim against this movie ethos that works so well, lets turn the fantastical into the possible.
2. A hand in the forthcoming cybernetics
Again returning to the movies, cybernetics are installed by a medical droid, it therefore seems appropriate that doctors are at least part of the process. Couple this to hospitals and you have a facility to reinvigorate those structures, giving doctors an extra reason to play the game like real doctors, rather than roaming healing stations. With surgery we can finally encompass the complete set of doctor skills, and become an proper representation of the profession.
Well they're my two please add your thoughts,
Gift.
mcpryon
Sat Apr 02, 2005 7:39 pm
#2
Well, first off I'll say that I really doubt the devs even care about our input.
I really like the idea of a medical pouch or bag or something. Perhaps it equips in the belt socket or something and needs to be refilled on occassion. Anything but magic healing. At least /tend did wounds to you like you are giving it your all to help the patient.
I really like the idea of a medical pouch or bag or something. Perhaps it equips in the belt socket or something and needs to be refilled on occassion. Anything but magic healing. At least /tend did wounds to you like you are giving it your all to help the patient.
Sunakk
Sun Apr 03, 2005 11:41 pm
#3
At Master Artisan there is a crafted item called Doctor Bag. Not sure what it does, but the scrollover tool text said something about helping organie medic, doctor, and CM items. If I had the time and patience to grind to Master Artisan, I'd craft it and check it out.
I agree that some type of item should be equipped for healing. It doesn't have to decay, it doesn't have to have stats, it just needs to be there to help provide a role in the story of the game for the healer. Actions show you stimming yourself when you heal yourself. This implies a tool. Taking up one spot in your inventory for this tool is not a problem. In fact, it wouldn't even take up that spot if it's equipped! Just some sort of Bacta Applicator or Injector would be enough. Something that is used to apply the medicines we know (imply) are being used to heal.
I agree that some type of item should be equipped for healing. It doesn't have to decay, it doesn't have to have stats, it just needs to be there to help provide a role in the story of the game for the healer. Actions show you stimming yourself when you heal yourself. This implies a tool. Taking up one spot in your inventory for this tool is not a problem. In fact, it wouldn't even take up that spot if it's equipped! Just some sort of Bacta Applicator or Injector would be enough. Something that is used to apply the medicines we know (imply) are being used to heal.
TarMangani
Mon Apr 04, 2005 4:02 am
#4
W O R D...
Sunakk wrote:
At Master Artisan there is a crafted item called Doctor Bag. Not sure what it does, but the scrollover tool text said something about helping organie medic, doctor, and CM items. If I had the time and patience to grind to Master Artisan, I'd craft it and check it out.
I agree that some type of item should be equipped for healing. It doesn't have to decay, it doesn't have to have stats, it just needs to be there to help provide a role in the story of the game for the healer. Actions show you stimming yourself when you heal yourself. This implies a tool. Taking up one spot in your inventory for this tool is not a problem. In fact, it wouldn't even take up that spot if it's equipped! Just some sort of Bacta Applicator or Injector would be enough. Something that is used to apply the medicines we know (imply) are being used to heal.
Quemine
Mon Apr 04, 2005 6:43 am
#5
What I understand, a medic/doctor need to be grouped and kill mobs to advance medical skills. This is imho pure crap. One of the nice things about the SWG medic/doctor, was that you didn't have to be killing stuff to climb the skill trees. No othermmo I've played had this feature, which I thought was pretty cool. You could by choice hang around the medical center and heal the wounded instead, being a real doctor for once..
It makes sence that a Combat Medic would need to group for medical exp, makes less sense that a Doctor should. Don't force people into combat, let them choose if they want to fight or not.
Chek
Mon Apr 04, 2005 8:42 am
#6
Sunakk wrote:
At Master Artisan there is a crafted item called Doctor Bag. Not sure what it does, but the scrollover tool text said something about helping organie medic, doctor, and CM items. If I had the time and patience to grind to Master Artisan, I'd craft it and check it out. How cool, I'm glad someone investigated this and I'm going to check it out. Might be a new type of travel pack (since MA can make those too).
I agree that some type of item should be equipped for healing. It doesn't have to decay, it doesn't have to have stats, it just needs to be there to help provide a role in the story of the game for the healer. Actions show you stimming yourself when you heal yourself. This implies a tool. Taking up one spot in your inventory for this tool is not a problem. In fact, it wouldn't even take up that spot if it's equipped! Just some sort of Bacta Applicator or Injector would be enough. Something that is used to apply the medicines we know (imply) are being used to heal.
Message Edited by Chek on 04-04-2005 10:44 AM
Darksfallen
Mon Apr 04, 2005 9:54 am
#7
Giftmacher wrote:
Well we had a look at the CU, what o we think we need to change to make us happy bunnies? Let's leave aside crafting for now, I think we'll have a better chance of success if we ask for something that doesn't reverse the anything in the CU. I have heard two things (A lot of this is a synthesis of other people's ideas like Texxie, I'm just putting it into a format to discuss, credit to those who have touched on or thought up these ideas) :
1. A medical kit we can equip to heal with. Many of us are concerned that our current healing seems like we conjure health from from thin air, and we do have a problem here, I don't believe the Devs properly understand our feelings about this, so we may have an up hill struggle. However, with a couple of good ideas I think we might make them understand why it's important to us.
Where are you suggesting it be equipt to? I don't want anything healing relatedin myweapons hands.
First, I thing there is a crafting opportunity here, we're always told interdependence is a good thing, so why not make the kit craftable by a needy profession for a few basic components. Make it decay, like a weapon, so there is a reasonable turn over to keep business ticking along.
Second, an equiped healing pack would be both useful in combat, preventing unwanting hostile responses to attacking enemies, and more realistic by incorporating a switch over time we might ordinarily expect when going from attacking to healing in combat. As it stands we can gun away and heal, but while this is fine when we had previously had little call to heal in combat, we can now occupy a real support role and so it seems only reasonable to expect a proper healing kit thatis our primary tool in combat.
There is no more default attack so there are no more "hostile responses to attacking enemies" If you get attacked, you stand there and do nothing until you choose to.
Last but not least, medical equipment features quite prominently in the films, from theapparent mini-bacta patch applied to Luke's severed arm in the Falconto the medical droids, we have all seen the Star Wars canon and know that physical technology is a big part of what makes this universe. Healing is not a unseen component of the films but a real presence, I'm sure those of us old enough to remember will recall the rather cool scene showing Luke floating in a bacta tank, and the rather cool clicking inner workings of his prosthetic hand. Star Wars succeds in this respect because it relates the wonders of advanced technology to us in a mechanical and physical context that we understand today. George made movie magic when he realised you had to dirty down the technology and ships in Sci-Fi to make it seem like it was really used, and thus possible; let's not swim against this movie ethos that works so well, lets turn the fantastical into the possible.
Hence the Bacta shot, Bacta Jab, Bacta Throw and so on. There's no reason in my own opinion for these to be material.
2. A hand in the forthcoming cybernetics
Again returning to the movies, cybernetics are installed by a medical droid, it therefore seems appropriate that doctors are at least part of the process. Couple this to hospitals and you have a facility to reinvigorate those structures, giving doctors an extra reason to play the game like real doctors, rather than roaming healing stations. With surgery we can finally encompass the complete set of doctor skills, and become an proper representation of the profession.
Would be nice!
Well they're my two please add your thoughts,
Gift.
QuiGonWindu
Mon Apr 04, 2005 9:59 pm
#8
Pistol weapon certifications.
They want us to be a combat profession with no ability to wield a weapon?
Giftmacher
Tue Apr 05, 2005 5:00 am
#9
Darksfallen wrote:
Giftmacher wrote:
Well we had a look at the CU, what o we think we need to change to make us happy bunnies? Let's leave aside crafting for now, I think we'll have a better chance of success if we ask for something that doesn't reverse the anything in the CU. I have heard two things (A lot of this is a synthesis of other people's ideas like Texxie, I'm just putting it into a format to discuss, credit to those who have touched on or thought up these ideas) :
1. A medical kit we can equip to heal with. Many of us are concerned that our current healing seems like we conjure health from from thin air, and we do have a problem here, I don't believe the Devs properly understand our feelings about this, so we may have an up hill struggle. However, with a couple of good ideas I think we might make them understand why it's important to us.
Where are you suggesting it be equipt to? I don't want anything healing relatedin myweapons hands.
Well I was thinking the weapon hands, largely because I remember "back in the day" that you you eitherfought or healed; trying to do both compromised your effectiveness. I suppose if you don't set up a default attack this would be less of a problem, but you still have cooldown times to take into account, and when the going gets tough Doc's do best when they aren't trying to fight and heal.
First, I thing there is a crafting opportunity here, we're always told interdependence is a good thing, so why not make the kit craftable by a needy profession for a few basic components. Make it decay, like a weapon, so there is a reasonable turn over to keep business ticking along.
Second, an equiped healing pack would be both useful in combat, preventing unwanting hostile responses to attacking enemies, and more realistic by incorporating a switch over time we might ordinarily expect when going from attacking to healing in combat. As it stands we can gun away and heal, but while this is fine when we had previously had little call to heal in combat, we can now occupy a real support role and so it seems only reasonable to expect a proper healing kit thatis our primary tool in combat.
There is no more default attack so there are no more "hostile responses to attacking enemies" If you get attacked, you stand there and do nothing until you choose to.
Unless, you set up the default attack? But I take your point, we need not equip the item as a weapon slot if people feel strongly about it, perhaps as some other wearable.
Last but not least, medical equipment features quite prominently in the films, from theapparent mini-bacta patch applied to Luke's severed arm in the Falconto the medical droids, we have all seen the Star Wars canon and know that physical technology is a big part of what makes this universe. Healing is not a unseen component of the films but a real presence, I'm sure those of us old enough to remember will recall the rather cool scene showing Luke floating in a bacta tank, and the rather cool clicking inner workings of his prosthetic hand. Star Wars succeds in this respect because it relates the wonders of advanced technology to us in a mechanical and physical context that we understand today. George made movie magic when he realised you had to dirty down the technology and ships in Sci-Fi to make it seem like it was really used, and thus possible; let's not swim against this movie ethos that works so well, lets turn the fantastical into the possible.
Hence the Bacta shot, Bacta Jab, Bacta Throw and so on. There's no reason in my own opinion for these to be material.
I believe the point is for immersion, where do these magic bacta shots come from? Where is the tangable technology? We don't need multiple consumables but something like a first aid kit that represents the tools of our trade; it's about the feel of the profession more than anything else, right now we seem to be cutting it a little to close to the quintisential cleric rather than a technological doctor. Even when we healed wounds without kit before the CU we had a penalty for it (wounds) now we just seem to be a magic spawn of healing power, and I would really rather see some representation of the technology used in keeping with Star Wars as a Sci-fi genre. At very least I'd like to see better animations, representing equipment we use even if we appear to whip it out of nowhere, the current leaning forward to flashing effects just feels too spell like for me. I hope that makes some sense, and explains why I feel something needs to be done.
2. A hand in the forthcoming cybernetics
Again returning to the movies, cybernetics are installed by a medical droid, it therefore seems appropriate that doctors are at least part of the process. Couple this to hospitals and you have a facility to reinvigorate those structures, giving doctors an extra reason to play the game like real doctors, rather than roaming healing stations. With surgery we can finally encompass the complete set of doctor skills, and become an proper representation of the profession.
Would be nice!
Tell me about it.
Well they're my two please add your thoughts,
Anyway keep em coming it'd be nice to hear what the consensus on this lot is.
Gift.
Giftmacher
Tue Apr 05, 2005 5:02 am
#10
Sunakk wrote:
At Master Artisan there is a crafted item called Doctor Bag. Not sure what it does, but the scrollover tool text said something about helping organie medic, doctor, and CM items. If I had the time and patience to grind to Master Artisan, I'd craft it and check it out.
I agree that some type of item should be equipped for healing. It doesn't have to decay, it doesn't have to have stats, it just needs to be there to help provide a role in the story of the game for the healer. Actions show you stimming yourself when you heal yourself. This implies a tool. Taking up one spot in your inventory for this tool is not a problem. In fact, it wouldn't even take up that spot if it's equipped! Just some sort of Bacta Applicator or Injector would be enough. Something that is used to apply the medicines we know (imply) are being used to heal.
I really like this idea of some sort of equipable kit, maybe like an additional piece of clothing or belt, any item that you could easily reach for in a tough situation.
Gift.
Darksfallen
Tue Apr 05, 2005 9:57 am
#11
Giftmacher wrote:
Darksfallen wrote:
Giftmacher wrote:
Well we had a look at the CU, what o we think we need to change to make us happy bunnies? Let's leave aside crafting for now, I think we'll have a better chance of success if we ask for something that doesn't reverse the anything in the CU. I have heard two things (A lot of this is a synthesis of other people's ideas like Texxie, I'm just putting it into a format to discuss, credit to those who have touched on or thought up these ideas) :
1. A medical kit we can equip to heal with. Many of us are concerned that our current healing seems like we conjure health from from thin air, and we do have a problem here, I don't believe the Devs properly understand our feelings about this, so we may have an up hill struggle. However, with a couple of good ideas I think we might make them understand why it's important to us.
Where are you suggesting it be equipt to? I don't want anything healing relatedin myweapons hands.
Well I was thinking the weapon hands, largely because I remember "back in the day" that you you eitherfought or healed; trying to do both compromised your effectiveness. I suppose if you don't set up a default attack this would be less of a problem, but you still have cooldown times to take into account, and when the going gets tough Doc's do best when they aren't trying to fight and heal.
Even back in the day I default attacked, there is next to no delay in a heal from the default attack.
First, I thing there is a crafting opportunity here, we're always told interdependence is a good thing, so why not make the kit craftable by a needy profession for a few basic components. Make it decay, like a weapon, so there is a reasonable turn over to keep business ticking along.
Second, an equiped healing pack would be both useful in combat, preventing unwanting hostile responses to attacking enemies, and more realistic by incorporating a switch over time we might ordinarily expect when going from attacking to healing in combat. As it stands we can gun away and heal, but while this is fine when we had previously had little call to heal in combat, we can now occupy a real support role and so it seems only reasonable to expect a proper healing kit thatis our primary tool in combat.
There is no more default attack so there are no more "hostile responses to attacking enemies" If you get attacked, you stand there and do nothing until you choose to.
Unless, you set up the default attack? But I take your point, we need not equip the item as a weapon slot if people feel strongly about it, perhaps as some other wearable.
This does not work, though it might be bugged currently but the Devs have said, you have to attack then specifically tell the "ranged Attack" (or whatever) to loop by Control+Click.
Last but not least, medical equipment features quite prominently in the films, from theapparent mini-bacta patch applied to Luke's severed arm in the Falconto the medical droids, we have all seen the Star Wars canon and know that physical technology is a big part of what makes this universe. Healing is not a unseen component of the films but a real presence, I'm sure those of us old enough to remember will recall the rather cool scene showing Luke floating in a bacta tank, and the rather cool clicking inner workings of his prosthetic hand. Star Wars succeds in this respect because it relates the wonders of advanced technology to us in a mechanical and physical context that we understand today. George made movie magic when he realised you had to dirty down the technology and ships in Sci-Fi to make it seem like it was really used, and thus possible; let's not swim against this movie ethos that works so well, lets turn the fantastical into the possible.
Hence the Bacta shot, Bacta Jab, Bacta Throw and so on. There's no reason in my own opinion for these to be material.
I believe the point is for immersion, where do these magic bacta shots come from? Where is the tangable technology? We don't need multiple consumables but something like a first aid kit that represents the tools of our trade; it's about the feel of the profession more than anything else, right now we seem to be cutting it a little to close to the quintisential cleric rather than a technological doctor. Even when we healed wounds without kit before the CU we had a penalty for it (wounds) now we just seem to be a magic spawn of healing power, and I would really rather see some representation of the technology used in keeping with Star Wars as a Sci-fi genre. At very least I'd like to see better animations, representing equipment we use even if we appear to whip it out of nowhere, the current leaning forward to flashing effects just feels too spell like for me. I hope that makes some sense, and explains why I feel something needs to be done.
Don't get me started here, lol. Where do speeders come from? Ammo for slugthrowers? Engery for weapons, how do you carry Kimogilas in your backpack (pretrained) how do you call pets from a datapad, how do you not decay in pvp, how do you carry millions of resources in your backpack then make a house out of it, put 10 houses in your packpack and them toss them onto the ground. How do you not jump over a 4 foot long 4inch high branch on Dathimor? How do you fire through mountains? How do you heal with /tend?
This is YOUR ability to refuse to ignore this when all this is ignored.
2. A hand in the forthcoming cybernetics
Again returning to the movies, cybernetics are installed by a medical droid, it therefore seems appropriate that doctors are at least part of the process. Couple this to hospitals and you have a facility to reinvigorate those structures, giving doctors an extra reason to play the game like real doctors, rather than roaming healing stations. With surgery we can finally encompass the complete set of doctor skills, and become an proper representation of the profession.
Would be nice!
Tell me about it.
Well they're my two please add your thoughts,
Anyway keep em coming it'd be nice to hear what the consensus on this lot is.
Gift.
Giftmacher
Tue Apr 05, 2005 4:43 pm
#12
Darksfallen wrote:
Giftmacher wrote:
Darksfallen wrote:
Giftmacher wrote:
Well we had a look at the CU, what o we think we need to change to make us happy bunnies? Let's leave aside crafting for now, I think we'll have a better chance of success if we ask for something that doesn't reverse the anything in the CU. I have heard two things (A lot of this is a synthesis of other people's ideas like Texxie, I'm just putting it into a format to discuss, credit to those who have touched on or thought up these ideas) :
1. A medical kit we can equip to heal with. Many of us are concerned that our current healing seems like we conjure health from from thin air, and we do have a problem here, I don't believe the Devs properly understand our feelings about this, so we may have an up hill struggle. However, with a couple of good ideas I think we might make them understand why it's important to us.
Where are you suggesting it be equipt to? I don't want anything healing relatedin myweapons hands.
Well I was thinking the weapon hands, largely because I remember "back in the day" that you you eitherfought or healed; trying to do both compromised your effectiveness. I suppose if you don't set up a default attack this would be less of a problem, but you still have cooldown times to take into account, and when the going gets tough Doc's do best when they aren't trying to fight and heal.
Even back in the day I default attacked, there is next to no delay in a heal from the default attack.
Nope, the attacks still got in the way in the combat group, that was always a problem with inexpereinced medics, too much trying to fight and delayed healing causing problems.
First, I thing there is a crafting opportunity here, we're always told interdependence is a good thing, so why not make the kit craftable by a needy profession for a few basic components. Make it decay, like a weapon, so there is a reasonable turn over to keep business ticking along.
Second, an equiped healing pack would be both useful in combat, preventing unwanting hostile responses to attacking enemies, and more realistic by incorporating a switch over time we might ordinarily expect when going from attacking to healing in combat. As it stands we can gun away and heal, but while this is fine when we had previously had little call to heal in combat, we can now occupy a real support role and so it seems only reasonable to expect a proper healing kit thatis our primary tool in combat.
There is no more default attack so there are no more "hostile responses to attacking enemies" If you get attacked, you stand there and do nothing until you choose to.
Unless, you set up the default attack? But I take your point, we need not equip the item as a weapon slot if people feel strongly about it, perhaps as some other wearable.
This does not work, though it might be bugged currently but the Devs have said, you have to attack then specifically tell the "ranged Attack" (or whatever) to loop by Control+Click.
Last but not least, medical equipment features quite prominently in the films, from theapparent mini-bacta patch applied to Luke's severed arm in the Falconto the medical droids, we have all seen the Star Wars canon and know that physical technology is a big part of what makes this universe. Healing is not a unseen component of the films but a real presence, I'm sure those of us old enough to remember will recall the rather cool scene showing Luke floating in a bacta tank, and the rather cool clicking inner workings of his prosthetic hand. Star Wars succeds in this respect because it relates the wonders of advanced technology to us in a mechanical and physical context that we understand today. George made movie magic when he realised you had to dirty down the technology and ships in Sci-Fi to make it seem like it was really used, and thus possible; let's not swim against this movie ethos that works so well, lets turn the fantastical into the possible.
Hence the Bacta shot, Bacta Jab, Bacta Throw and so on. There's no reason in my own opinion for these to be material.
I believe the point is for immersion, where do these magic bacta shots come from? Where is the tangable technology? We don't need multiple consumables but something like a first aid kit that represents the tools of our trade; it's about the feel of the profession more than anything else, right now we seem to be cutting it a little to close to the quintisential cleric rather than a technological doctor. Even when we healed wounds without kit before the CU we had a penalty for it (wounds) now we just seem to be a magic spawn of healing power, and I would really rather see some representation of the technology used in keeping with Star Wars as a Sci-fi genre. At very least I'd like to see better animations, representing equipment we use even if we appear to whip it out of nowhere, the current leaning forward to flashing effects just feels too spell like for me. I hope that makes some sense, and explains why I feel something needs to be done.
Don't get me started here, lol. Where do speeders come from? Ammo for slugthrowers? Engery for weapons, how do you carry Kimogilas in your backpack (pretrained) how do you call pets from a datapad, how do you not decay in pvp, how do you carry millions of resources in your backpack then make a house out of it, put 10 houses in your packpack and them toss them onto the ground. How do you not jump over a 4 foot long 4inch high branch on Dathimor? How do you fire through mountains? How do you heal with /tend?
This is YOUR ability to refuse to ignore this when all this is ignored.
Nope it's a case where to reasonably draw the line, you still have to make the guns, tame/clone the pets, collect the resources and use them to build a house. So far [EDIT] (need to qualify that) the medics are the only professions I can think of that don't have at least a part of what we do crafted and put into a tangable form; we conjure our heals out of mid air. I quite happily ignore plenty of things in the game, but not to the point where I think it's ok for Architects to produce houses out of thin air or pistoleers to gun people down with their bare hands; it's about approximation within the limits of fun; clearly I draw the line in a different place to you.
2. A hand in the forthcoming cybernetics
Again returning to the movies, cybernetics are installed by a medical droid, it therefore seems appropriate that doctors are at least part of the process. Couple this to hospitals and you have a facility to reinvigorate those structures, giving doctors an extra reason to play the game like real doctors, rather than roaming healing stations. With surgery we can finally encompass the complete set of doctor skills, and become an proper representation of the profession.
Would be nice!
Tell me about it.
Well they're my two please add your thoughts,
Anyway keep em coming it'd be nice to hear what the consensus on this lot is.
Gift.
Message Edited by Giftmacher on 04-05-2005 04:52 PM
Message Edited by Giftmacher on 04-05-2005 04:54 PM
Darksfallen
Tue Apr 05, 2005 4:56 pm
#13
(sorry it was giving me a headache.)
Giftmacher wrote:
Last but not least, medical equipment features quite prominently in the films, from theapparent mini-bacta patch applied to Luke's severed arm in the Falconto the medical droids, we have all seen the Star Wars canon and know that physical technology is a big part of what makes this universe. Healing is not a unseen component of the films but a real presence, I'm sure those of us old enough to remember will recall the rather cool scene showing Luke floating in a bacta tank, and the rather cool clicking inner workings of his prosthetic hand. Star Wars succeds in this respect because it relates the wonders of advanced technology to us in a mechanical and physical context that we understand today. George made movie magic when he realised you had to dirty down the technology and ships in Sci-Fi to make it seem like it was really used, and thus possible; let's not swim against this movie ethos that works so well, lets turn the fantastical into the possible.
Hence the Bacta shot, Bacta Jab, Bacta Throw and so on. There's no reason in my own opinion for these to be material.
I believe the point is for immersion, where do these magic bacta shots come from? Where is the tangable technology? We don't need multiple consumables but something like a first aid kit that represents the tools of our trade; it's about the feel of the profession more than anything else, right now we seem to be cutting it a little to close to the quintisential cleric rather than a technological doctor. Even when we healed wounds without kit before the CU we had a penalty for it (wounds) now we just seem to be a magic spawn of healing power, and I would really rather see some representation of the technology used in keeping with Star Wars as a Sci-fi genre. At very least I'd like to see better animations, representing equipment we use even if we appear to whip it out of nowhere, the current leaning forward to flashing effects just feels too spell like for me. I hope that makes some sense, and explains why I feel something needs to be done.
Don't get me started here, lol. Where do speeders come from? Ammo for slugthrowers? Engery for weapons, how do you carry Kimogilas in your backpack (pretrained) how do you call pets from a datapad, how do you not decay in pvp, how do you carry millions of resources in your backpack then make a house out of it, put 10 houses in your packpack and them toss them onto the ground. How do you not jump over a 4 foot long 4inch high branch on Dathimor? How do you fire through mountains? How do you heal with /tend?
This is YOUR ability to refuse to ignore this when all this is ignored.
Nope it's a case where to reasonably draw the line, you still have to make the guns, tame/clone the pets, collect the resources and use them to build a house. So far we are the only profession I can think of that doesn't have at least a part of what we do crafted and put into a tangable form; we counjure our heals out of mid air. I quite happily ignore plenty of things in the game, but not to the point where I think it's ok for Architects to produce houses out of thin air or pistoleers to gun people down with their bare hands; it's about approximation within the limits of fun; clearly I draw the line in a different place to you.
I can see your point don't get me wrong just to be it's no different than the nifty colors and special effects that Entertainers do.
One of the issues is that Combat PVP and PVE has been subjected to Docs for so long it's not suprising it's like this. You couldn't PVE or PVP without something from a Doc or a Doc being there or you being a Doc we had a hand in everything.
Now in the CU no one iscompletely dependant on anyonetohunt either PVP or PVE.
I personally don't like not having them either but rather than fight it I've already come up with a work around. I will use the Enhancers for a physical prereq and make sure I always have them.
If Docs did require a enabling device, expendible, I would not want to be subjected to the Bio-Engineers to be able to heal. And I think that's where some of the idea that Docs would not have a device at all, where it came from.
Message Edited by Darksfallen on 04-05-2005 04:57 PM
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