Doctor Archive
Thread: Your ideas for medics & docs to be added to the GCW
Here is the post detailing what I am doing for medics currently. I was hoping that Agent001 would post something here about what he's doing for docs, but there was no requirement of us to post this stuff.
Medic Proposal
Message Edited by MasterNerfSlayer on 06-09-2004 02:21 AM
1. Faction HQ's giving the bonus to buffing if you're overt and using it as your medical center. Currently, to my understanding, this is not working/isn't working all the time.
2. Innoculations to lessen (10-30%?) poisons and diseases from a CM for a short period of time, say 5 minutes. These would have to be crafted from named minerals and would be like applying a wound (i.e. it would have some downtime). Maybe even make it give the player BF or mind damage or something to help balance it against the obvious backlash from CM's. <---This is debatable since the combat revamp is coming up and CM's may be a red-headed class as it were after the patches.
3. With the fix to cloning in a city where you're banned, maybe doctor could set up a temporary cloning facility no closer than a set distance from a city boundary ( like 750m from a city boundary). That way you'd still have to ride in, but it'd be much harder to have the constant zerging...it would give each side a chance toregroup and reform.
If thistemporary facility isfound it should have an easily destroyedflag to knock out this center so the battle doesn't go on forever. Or perhaps if the doctor dies also then the center goes away. Or maybe you have to commit one M-doc to the center at all times or else it doesn't work.
I know this idea will be met withskepticism sincethe whole idea with the recent hotfix was to prevent zerging and this looks like just another zerg ability. I argue though that some of the best battles I've been in were where the battlefields were about 1k 1.5km apart andthere was a definite ebb and flow withbattles in each main area, plus battles in the middle of them as each side advanced.
Maybe more restrictions could be placed on like even cloning at this temporary facilityleaves you with the 100's in damage like cloning somewhere were your information isn't saved. This would eventually mean that the attacker must either win completely, or would eventually be too wounded to continue a constant assualt.
Sorry for rambling but I really just feel that battles where the force dies and clones 3kmawayare going tobe pretty boring.
1) Doctors or CMsshould have an AOE cure for AOE poisons and diseases to balance things a bit.
2) Drag distances should be increased at master for combat use.
3) 90 MedUse Buffs should suck compared to master doc buffs, really no point in mastering Doc with the way things are atm. - non gwc idea
4) Move resurection to master and reduce the groggyness time.
Message Edited by Netninjax on 06-06-2004 05:12 PM
Roustabout wrote:
1. Faction HQ's giving the bonus to buffing if you're overt and using it as your medical center. Currently, to my understanding, this is not working/isn't working all the time.
Yeah I agree with it
2. Innoculations to lessen (10-30%?) poisons and diseases from a CM for a short period of time, say 5 minutes. These would have to be crafted from named minerals and would be like applying a wound (i.e. it would have some downtime). Maybe even make it give the player BF or mind damage or something to help balance it against the obvious backlash from CM's. <---This is debatable since the combat revamp is coming up and CM's may be a red-headed class as it were after the patches.
I agree with your last point, although a good idea we should wait to see what they have in mind for the combat revamp
3. With the fix to cloning in a city where you're banned, maybe doctor could set up a temporary cloning facility no closer than a set distance from a city boundary ( like 750m from a city boundary). That way you'd still have to ride in, but it'd be much harder to have the constant zerging...it would give each side a chance toregroup and reform.
I don't like it, anything making it easier to take a base/city is a bad idea IMO
Songe, obviously writing that last point I knew that it would take heavy criticism. I would imagine that I am of a different mindset than most or at least part of the community. In my opinion, the best times are when there is a battle, not just a limited group that eventually gets wiped out and then there is nothing left of them. This temp facility would allow a battleground to be forged yet still keep zerging from being the nuisance it once was.
Case in point. On Tempest there are several areas where cities are literally 5km from the next closest city. A group citybanned would only have their one life to try and take over the base. Meanwhile, the force holding the base is able to have constant reinforcements while the attacking group must either ride 5km or wait on a shuttle to even get back into the city. If there is some sort of attrition with using these facilities (like damage taken from cloning there) the defender will still have the advantage, but the battle will actually be interesting and require recon, stealth perhaps, and knowing when to attack and when to call it a day. I just really feel that a single attack with nothing backing it up is pretty boring and makes defending bases more of a chore than a real adventure.
Maybe if they fix battlefields ever this would be a moot point as they should provide the kind of atmosphere I'm looking for. As it stands now about 10-20ppl attack our bases, we kill them eventually, and it's over...that's it.
Roustabout wrote:
3. With the fix to cloning in a city where you're banned, maybe doctor could set up a temporary cloning facility no closer than a set distance from a city boundary ( like 750m from a city boundary). That way you'd still have to ride in, but it'd be much harder to have the constant zerging...it would give each side a chance toregroup and reform.
If thistemporary facility isfound it should have an easily destroyedflag to knock out this center so the battle doesn't go on forever. Or perhaps if the doctor dies also then the center goes away. Or maybe you have to commit one M-doc to the center at all times or else it doesn't work.
I know this idea will be met withskepticism sincethe whole idea with the recent hotfix was to prevent zerging and this looks like just another zerg ability. I argue though that some of the best battles I've been in were where the battlefields were about 1k 1.5km apart andthere was a definite ebb and flow withbattles in each main area, plus battles in the middle of them as each side advanced.
Maybe more restrictions could be placed on like even cloning at this temporary facilityleaves you with the 100's in damage like cloning somewhere were your information isn't saved. This would eventually mean that the attacker must either win completely, or would eventually be too wounded to continue a constant assualt.
Sorry for rambling but I really just feel that battles where the force dies and clones 3kmawayare going tobe pretty boring.
I had an idea similar to this, and I'd like to proposed it, merged with yours. No force goes into battle without setting up a forward command post. What I want to suggest is setting up a temporary cloning center that must be manned by a master doctor, but the camp is made by a master ranger, and must be deployed by a master squad leader, or deployed by the ranger, and more benefits granted if a squad leader is present. Having the master doc die may not kill the camp, but would certainly remove the cloning ability. Just an idea I had, but I really didn't have any great benefits to warrant the idea, but your mobile cloning idea got me thinking about it again.
Message Edited by Antamyk on 06-07-2004 01:29 AM
Message Edited by Antamyk on 06-07-2004 01:34 AM
Well I'm Master Doc now but what I'd like to suggest is more for aspiring medics as a whole.
I'd really like to see are missions for non-com roles in the GCW on mission terminals, e.g keep a commando squad alive during a raid or patch up wounded soldiers etc. I think this would make a nice change for people grinding out med XP in cantinas and will help medic pay a little.
Also badges or specific ranks/wings to each army would be good, let artisans chose to be X rank in the engineering corps or medics X rank in the med corps etc. I'm not asking for a complete rank revamp here but I think the option to assign a title to your underlying rank would be a nice touch. (As would being able to actually display your rank) Part and parcel of this could be uniforms, let tailors have the schematics to faction uniforms, make them profession specific with inherent bonuses according to your declared class.
Last but not least a real pipe dream: for when combat really is quite dangerous APC/ambulances that would allow CMs to safely recover bodies from a hot battlefield and quickly. Couple this with a very temporary field hospital for Docs that helps limit res groggyness and speeds up recovery.
There that's what I'd like to see, I appreciate it's asking quite a bit but don't ask, don't get!
![]()
Gouta wrote:
Some way of getting Faction Points for healing Overt players. I haven't totally figured out how to implement this but it has been on the Top 20 lists for awhile. I agree with all the other ideas but I didn't see this one brought up.
I'll second that, very nice idea.
Gift.
Netninjax wrote:
1) Doctors or CMsshould have an AOE cure for AOE poisons and diseases to balance things a bit.
2) Drag distances should be increased at master for combat use.
3) 90 MedUse Buffs should suck compared to master doc buffs, really no point in mastering Doc with the way things are atm. - non gwc idea
4) Move resurection to master and reduce the groggyness time.
Message Edited by Netninjax on 06-06-2004 05:12 PM
1) Doctors should have innoculations to help reduce or nullify poison/disease effects that are both time and effectiiveness bases. CM's should have no curatives, it does not fit into the fact that Doctors are the antithesis of CM and for the same reason soctors should not have an AOE cure
2) I agree with the drag addition, that is something small that could give a master benefit
3) 90 med use buffs are fine. Getting rid of the 0240 docs will cause us more grief. Because of the wound treatment skill addition at master we currently can out buff 0240 doctor
4) No need to move resurection to master IMO. I see nothing gained by that.
*5) Poison/disease inoculations that are effectveness and duration based
*6) FACTION POINTS FOR HEALING/REZING. We lose out on a lot of fp because we are keeping the troops up and not out there db'ing.