Doctor Archive
Thread: The Combined Wound Pack~ A new Schematic.
Wooo hooo. Did I ever have a revelation tonight.
I was thinking, wouldn't it be great if I could heal multiple wound stats in one heal..
So then I was thinking..
Those firework packages.. You need to take 2 Fireworks and combine them together with some other resources to make a firework package (which is bugged).
Wouldnt it be great if we had wound packages.
First you need
Health Wound Package
25 Organic
25 Inorgainc
1 Biological Controler Device
1 Chemical Release Mechanisim
1 Reselent Blah Blah
1 Solid Delvery Shell
then all optional
1 Health Wound Pack (maybe this one required)
1 Strengh Wound Pack
1 Constituition Wound Pack
You combine it just like normal.
Then what you get as a end result is
Health Wound Healing Package
Charges -XX
Health - YY
Strength -ZZ
Constituion -WW
Med Use Required -??
XX= Allt he chares of the wound packs avraged out.
YY= Health wound pack power
ZZ = Strength Wound Pack Power
WW = Cons Wound Pack Power
Med use should be all 3 wound packs med use combined (capped at 60?, discuss that)
Expermation should allow you to increase the charges and healing power and ease of use.
And have a Simular Action one And a UBER one that you take one Health Wound Package and one Action Wound Package and combine them together
that would rock.
Or perhaps a Wound package were you can put any 2? 3?... (discuss that) wound packs and be able to heal those at once.
What skill level should Doctors get these? Novice? advance med ? expert med? master med? or Master doctor?
I was thinking Master Doctor to give it even more of a end game.. but the reason sombody would want to make these is not only to make healing go by much quicker, but help gain levels faster.
Also there should be a greater mind cost to using one of these packs. Thats because your doing more work.
Sory for all the giberish its 2am ![]()
Zalor,
You scare me .... You're too much on top of things ... Glad to have you as the correspondent.
Petao
Yep,
Those and combo buffsat a class step lower then singles. Only granted at master doc. Get off the whole mind heal -dead horse- and get back to the class.
The thing is, awound pack E's healing is pretty much instantaneous anyway. One heal, and an almost entirely black stat is colored again. Since usually people have wounds on random stats and not all of their health stats or action stats, I cannot see this as being worth the trouble.
Not to cast a harsh light on the idea however, I do like it, I just think that the components involved should not be nearly so elaborate. Otherwise, resources are being wasted. Maybe if it was created just like any other wound pack, but it required specialized ingredients, then it would be useful and not so difficult to make; nor would itbe a waste when you are using it to heal wounds to just 1 or 2 stats.
This idea is great. I would love to see this discussed by the Devs. I don't know what you were doing last night be keep it up.
Max
At the same time you get woundpack C's, add a "universal wouldpack a"
This has the healing ability of a wound A, but applied to every bar. Make it med use equiv to a wound C. Get the B at wound D time, and C at master.
It would be great for removing a bunch of minor injuries, without all the hassle of losing a ton of meds in a crit failure on the combined pack, and by the time you got to the C's you'd be healing a couple hundred on every bar all at once.
Just make it cost a lot more mind and have a high use cost. Or just something so they wouldn't be the end-all solution to healing, just situational. I hate when someone walks into the med center with 18-25 in all categories and I've got wound D's. It just ain't worth healing them (or coming in for IMO).