Doctor Archive

Thread: Proposal: Multi-Stat Wound Medpaks

Lucreel
Mon Aug 18, 2003 1:57 pm
#1

Hello,


The more and more I heal people as a Doc, the more and more I feel that Docs NEED some multi-stat woundpaks. It's silly that a Master Doc would have to sit there for like1.5 minutes to heal 50 damage on each stat, but in the same90seconds, could heal like 1000+ on each stat. Docs NEED some low-power (compared to Stim D/E) medpacks that heal mutliple wounds. So if you have 150 wounds on each stat, a Doc can have you healed up in 1-2 treatments.


Just, in my experience, it is FAR FAR more common for people to have 100-200 wounds per stat across all stats, than 1000+ wounds across their stats.

Zalmun
Mon Aug 18, 2003 6:24 pm
#2

This is a good idea, and could be reasonably limited to a low healing power pack, craftable only at upper levels of doctor. Perhaps even a high medical usage on it too to keep it even more limited.

Clearing out the onezie and twozie wounds on a person in one go would be nice, and smart doctors would use them sparingly, so not to take away from more novice medics all the time.



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ogreb42
Mon Aug 18, 2003 8:23 pm
#3

This has been suggested before, and i still think it would be a neat addition. They should prolly be split into two packs (all the health stats and all the action stats) and be about as powerful to one stat as a B woundpack (meaning 50 to three stats for a total 150 wound heal). It shouldn't be too cheap tho...the idea would be to have a high level medicine that trades money efficiency for time efficiency.

Lucreel
Tue Aug 19, 2003 7:29 am
#4

Ogreb: Agreed. That's kind of how I envisioned them also. Used by high-level docs, and lower heal, per-stat, than equivalent one-stat meds. Also, splitting it into Body (Health/Str/Con) and Vigor (Action/Quick/Stam) is also how I envision it.


I think for limitting the power, it should cap out atC level (granted at Master Doctor skillbox) and start at A level (granted at Expert Doc Med Crafting). Each level would heal about the same amount per stat that an equivalent level of one-stat medpack would heal to one stat. That is, consider thata Medpak A would heal approximately 50-100 damage to one stat (assuming you used good resources, maybe advanced components, and have Master Doc). Body Medpak A would heal 50-100 damage eachto Health+Str+Con. I think this level of power would be inline with the requirments for crafting and using the medpaks (Assume that multi-stat A level medpaks have a med use requirement that puts you at Adv Wound Treatment without ease-of-use experimentation, and Inter Wound Treatment with Ease of use experimented.)


I think this would be balanced, useful, and most of the player base would welcome this addition to Doctor's abilities.

Taallyn
Tue Aug 19, 2003 8:14 am
#5

It's been suggested before. I think one way to approach it would be that it would also reduce database bloat if all of the doctors weren't carrying around so many meds. Same of state meds.
Makhfi
Tue Aug 19, 2003 8:29 am
#6

I agree, it's a good idea.




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HanLFG
Thu Aug 21, 2003 5:23 am
#7

I was just talking about this yesterday


To start with, I'd like to see a Wound Pack A that requires 70+ Med Use and heals all physical wounds for 7-20 points in one shot - oh happy day.


Test it out, see if its unbalancing.


My Inventory is a disaster, if I got hit bya truck it would look like someone blew up a pharmacy.



AllenAllen
Thu Aug 21, 2003 6:38 am
#8

Multi-stat wound packs = completely un-needed by docs. After wound - C even with regualar components it takes usually one - maybe two heals for a stat. That's less than a min to get your friend ready to go.
AllenAllen
Thu Aug 21, 2003 6:41 am
#9

Most people only have primary action and health problems due to them being to unwilling to clone. After PvP though you can get people with multi-stat problems.

Zarlor
Thu Aug 21, 2003 7:16 am
#10

While I agree that it'll take most Docs virtually no time to heal the secondary wounds,I don't think that is the issue here. The issue is really the vast numbers of different Meds we have to carry making inventory management and finding the meds you need in a given situation very difficult to manage. Suggestions for combining these meds down provide two solutions to known problems.


1) Inventory Management. Easier for us to manage our meds.


2) Database Glut. If we are carring around 1 medpack instead of 3 seperate ones it can help, in at least some small way, to reduce the DB glut problems the Devs have mentioned.


I don't think a time savings in healing is really what's involved here.




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