Doctor Archive

Thread: The Combined Wound Pack~ A new Schematic.

EvilHairy
Wed Sep 10, 2003 11:58 pm
#1

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




Jorgan Bradwisch
~ Master Weapon Smith/ Artisan/ Architect ~

~ Dark Star Syndicate Trade Corp. ~
"I only have one rule, it is: Dont break the first rule."

Venumnb
Thu Sep 11, 2003 1:21 am
#2

If this was done it would HAVE to be for Master Doctor only. Otherwise it would make the wound treatment speed line and bonus for speed at master irrelivent to healing wounds. The speed of healing wounds would be almost instant compared to the current way of using seperate packs. That has been my only vice with this idea when someone brings it up.



Venumnb
Ahazi
I used to really like playing my Doctor/Fencer.
EvilHairy
Thu Sep 11, 2003 1:37 am
#3

Works for me Master doctors should be able to practly heal in one touch unless your realy screwed up haha



Jorgan Bradwisch
~ Master Weapon Smith/ Artisan/ Architect ~

~ Dark Star Syndicate Trade Corp. ~
"I only have one rule, it is: Dont break the first rule."

boodow
Thu Sep 11, 2003 6:56 am
#4

Sounds like a great Master Doctor idea.



Terigo
Master Pistoleer/Smuggler
Commander of the Millennium Nuna
Zarlor
Thu Sep 11, 2003 7:05 am
#5

Already a part of issue #8 (Medicine Organization and Inventory Management) but I went ahead and added it to #9 (Master Doc Benefits) anyway. I also added this thread to #8, though, as a pointer to the possible schematic suggestion for such a thing.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Petao
Thu Sep 11, 2003 9:36 am
#6

Zalor,


You scare me .... You're too much on top of things ... Glad to have you as the correspondent.


Petao

Macro_Buster
Thu Sep 11, 2003 10:19 am
#7

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.

IdrisTycho
Thu Sep 11, 2003 10:55 am
#8

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.

Maxizarius
Thu Sep 11, 2003 10:57 am
#9

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




Do or do not there is no try.
Elanae
Thu Sep 11, 2003 11:24 am
#10

I would really love to see this done. Especially a combined H and A pack.




Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
Med Supplies -- 6968, 6845 E of Kaadara

"Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


Where's the beef?! Buying Herb/Avian meat!
Zarlor
Thu Sep 11, 2003 1:17 pm
#11

I guessI should add that my personal take on thisis that I don't think this needs to be a Master Doc thing, and that reduction of how many of all the different types of meds and buffs we have to carry around would be a good thing in general. We all know about the DB issues the Devs have been wrestling withI can only imagine that reducing the variety of packs down to, say, 3 (a Primaries pack, a Health Secondaries pack and an Action Secndaries pack, for example) or cutting down the state cures to 1 pack might help take an extra load off the DB and make things a lot easier for us as well.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Dommesdag
Thu Sep 11, 2003 1:29 pm
#12

I had a similar thought, but a little less.. complex.

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).
Xalos
Thu Sep 11, 2003 1:43 pm
#13

Being able to mix and match your own combo of wound packs would be a nice addition. If not master doctor, needs to be atleast near the top of the crafting set.
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