Doctor Archive

Thread: Mind Stim A

Ypiana
Wed Feb 11, 2004 6:54 pm
#1

Since there are problems with stimming mind (arguable) can we geta stopgap along this concept:


Mind Stim A


Base Heal Mind 50


What this stim does is heal mind for a base of 50 and it only works on incapacitated players. It's basically a smelling salt to wake up a knocked-out player. If it's made to work only on incapped players it can't be used for endless regeneration of mind, which is why mind heals by stims was changed in beta.


As we all know it's annoying as anything to have stim-e 58/1066 that can't heal a few points of mind.



-- Ypi



I killed my parents... You're next!
/godmode 1
mosheg
Thu Feb 12, 2004 5:10 am
#2

combat medics can heal mind so there is no need for this stim...



-------------------------------------------------------------
Oegies , Master Doctor on Tempest
on extended leave from SWG
last visit to SWG : 13 feb-mar 2005
DarkB419
Thu Feb 12, 2004 10:18 am
#3

CMs can heal mind but at the cost of wounds and great BF. I'm a 4/4/0/4 and currently preping to take on Novice Doc to complement CM. As a Cm I wouldn't mind seeing an actual stim placed in the game for this, I seem to be running to the cantina alot more often now.



General Stoco of the Brotherhood of Thunder
Zarlor
Thu Feb 12, 2004 11:31 am
#4

Like I keep telling all the CMs on that forum, I have two words for you:


Combat Revamp


I'm pretty sure that since the exploitability of mind healing will be completely removed by the revamp we should see mind haling put back into the game. My take is it would likely be put right back into standard stims so they heal all three pools like they did in Beta. And that would take care of that. I'd say we should see this in the next 2-6 months.


Trying to make a whole new schematic for a Mind Stim A would likely take as long or longer, so there wouldn't be much point to doing it that way as an interim stop-gap.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Ypiana
Thu Feb 12, 2004 2:18 pm
#5






mosheg wrote:
combat medics can heal mind so there is no need for this stim...







Yeah you know the CMs are indestructible and never go down and healing people's mind is like really easy on them.


-- Ypi




I killed my parents... You're next!
/godmode 1
Happymob
Thu Feb 12, 2004 2:28 pm
#6

For what it's worth, there are "mind stims" now in the form of chef and artisan foods (these aren't mind buffs, which also exist, but mind heals).


Personally, I feel that SOE has approached mind healing in the correct way. You have to have some way to limit mind healing (or you risk creating indestructible groups). CM mind heals are limited by wounds and food and drink heals are limited by filling. But both are life savers in certain situations.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Ypiana
Thu Feb 12, 2004 2:30 pm
#7

Well yeah sometimes you go down before you eat the food and if someone could just wake you up you'd be good.


-- Ypi





I killed my parents... You're next!
/godmode 1
Darth_Isendor
Thu Feb 12, 2004 5:52 pm
#8

There's already a stimpack that heals mind, but their either loot or given to you for choosing medic as your first profession. Please take a look at the following link. Its a Damage Stimpack.

http://www.imagedump.com/index.cgi?pick=get&tp=39400&poll_id=0&warned=y

I have a few of these stimpacks for display. This is not a fake. If your on Naritus, I'll gladly show it to you in the trade box.



...
Ypiana
Thu Feb 12, 2004 7:19 pm
#9

Actually you no longer get it for choosing medic profession. I got this as a quest reward in the Nightsister Stronghold and also looted one a couple from Rebel NPCs. It's a beta product and no schematic available. It does heal mind but I'm keeping my last one for a novelty decoration.


-- Ypi





I killed my parents... You're next!
/godmode 1
ImaSolJa
Fri Feb 13, 2004 7:31 am
#10

With the appearance of damage stimpacks as loot from a quest (you only get 3 stimpacks), (and note that these heal all 3 stats, health, action and mind), could it not be possible for doctors to be able to craft these at say master doctor level? The med use for them is already high (51 med use for a 200 heal pack) so that wouldn't be a problem of them going around and being used by everyone. Also perhaps make the resources difficult to obtain (like T-21 stuff). It's just an idea...


MasterGinner
Sat Feb 14, 2004 5:29 am
#11

In this last update -- it stated doctors were getting "MIND PERFORMANCE BUFFS." Check for yourself, but I can not find them. Maybe the game devs had 2nd thoughts. Any word on this?


Thanks


Oceupip on Naritus server
Munga_Meds
Sat Feb 14, 2004 5:54 am
#12

Hey Zarlor - with the combat revamp and the supposed re-introduction of mind into stims, what happens with /healmind? Do the CM's lose it? does it not cause wounds anymore? What is the plan my man?



Athera- Master Tailor
Talusian Haven, Talus, Kauri
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