Doctor Archive

Thread: Alternative to wasting woundpacks on small wounds...

HomTheRobot
Sat Oct 04, 2003 5:20 pm
#1

Hey, first time posting here, although I've been stalking the boards on and off for a few days...


Anyway, if this idea has been projected before, my apologies. I was thinking that instead of wasting a charge on a good woundpack on someone that has about 20 wounds or so, what about the possibility of replacing "charges" with "wound-heals." I.E, instead of 20 charges on something, you get to heal xxx number of wounds with it before it runs out. That way you wouldn't completely waste a charge on a good woundpack if someone insisted on getting their wounds healedbut you would still get to heal them. The better the resources/components, the more total wounds you could heal with a pack. Off the top of my head, I can't present any numbers to you, but I'm hoping you guys understand what I mean. I can't think of any flaws with this plan off the top of my head, but I am willing and eager to hear anything you people have to say about this.




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Majinvegita
Sat Oct 04, 2003 6:04 pm
#2

neat idea, although i doubt itll come to pass


Example ::I have a 180 healing wound pack C. Joe shmoe in the med center " PLEAse healme 12 Health Wounds!!"


.. me " I'm sorry joe but my medical abilities allow me to heal for upwards of 400 wounds, i do not want to waste it on you, im sure a novice medic will be along to help you shortly, or you may just wait the 4 minutes here to heal yourself.



What you are suggesting is that instead of my wound pack C having 45 charges and 180 healing, it should merely have the ability to heal 15,000 total health wounds per




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Reso_McCloud
Sat Oct 04, 2003 9:12 pm
#3

I like the idea as well but to get around the issue as it current stands I just ran out some crates ofA wound paks and that is what I use if they have low level wounds. And save my good wound packs for the match stick men ( Flame thrower test dummies) and those that forget to clone.
ttefognaj
Sun Oct 05, 2003 2:21 am
#4

i think adagiogray and hom are both right. the wounds per pack would be nice. it would also set forth some consistency for the packs. it kills me to see someone come in all black-barred. hit them once for a 700 wound heal, leaving 200. easy enough, right. it leaves 200 which you can certainly get in one more shot. except no, your next one goes for 185. leaving 15. now that is a true waste of a charge.


the only downside to that is that now you would have all novice medics w/ a pack that can cure for say 1000 total wounds. now they can do a one shot heal on someone. makes them look better than they really should be. then the only thing seperating the masters from the novices would be crafting and the ability to use the poison cures, buffs and rez kits.


hmm, double edged sword.




Kana
Majinvegita
Sun Oct 05, 2003 9:06 am
#5

eww, i didnt think of that part.. nope, i like tending better now, cant get novice medics healing for more than me



Bloodfin Galaxy

Calius Metre
Commando/Smuggler
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Armorsmith/Weaponsmith
skywalker007l
Sun Oct 05, 2003 9:16 am
#6

I think he meant that a wound pack would be able to heal only a certain number of wounds, but that your skill still played a part in how much at a time....



Callopo Noak
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Fishy Member of the New World Order
Intrepid Galaxy

adagiogray
Sun Oct 05, 2003 12:58 pm
#7

That's what your /tendwound ability is great for.


Creates some BF/secondary mind backlash, but it's nothing a few secs in front of an entertainer cant take care of. If you're sitting around healing small wounds ina med center, heck, a minute in a cantina wont kill.


Better yet, if you're rebel, do it in a place like Anchorhead, where the tavern is a med center/cantina combo. Tend the small wounds, listen to the music.


HomTheRobot
Sun Oct 05, 2003 7:40 pm
#8

Yep, that's what I meant. Your skill would determine how many wounds you would heal in one shot, but the pack would determine how many total wounds you could heal before the pack is done.

However, since then I have thought of one problem with this idea. Say a novice medic uses a health woundpack B crafted by a master doctor, and heals for around 90 wounds per heal (I don't know if this is realistic or not, but bear with me). Now say a master doctor uses an identical woundpack, and heals for triple that (again, bear with me ). This means that a master doctor heals many more total wounds under the current system with a 25 charge woundpack than a novice medic would with the same amount of charges. Unfortunately with my idea, the novice medic wouldheal for the same total number of wounds that the master doctor would, just at amuch slower rate per heal.

I guess /tendwound would work, also. I usually do that right now, plus being a TKA master means just 5-10 seconds of meditation to heal those mind wounds . Nevertheless, I had this idea for a while and just wanted some feedback on it.



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Fetus: The other white meat.

Squire Tingle - Master good lookin' guy
Caliwyrm
Mon Oct 06, 2003 5:01 am
#9

In thosecircumstances where I don't feel like wasting a Wound C pack on someone's 10-15 wounds I'll either leave them with it, still heal it if they tipped me (usually doesn't matter for how much, it just shows I appreciate it) or pull out my droid and craft a Wound A pack and experiment the charges up..



/shrug



What gets me are the people who come in to the med center with only a few stats wounded between 10-15 points and want healed.. /boggle




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mcglonec
Mon Oct 06, 2003 7:16 am
#10

Honestly, I like this idea. I think it could use a little bit of flushing out, but I like it. Here's my take on it...


Let's change "charges" to something like "capacity." When you're crafting, it looks basically the same except we now have a new attribute - total healing capacity. Let's say I craft a medpack B that heals for 140 and has a "capacity" of 30. The new "total healing capacity" value would read 4200 (140 * 30). That means that I can heal up to 4200 wounds with that pack, at roughly 140 wounds per shot.


Now, as a master doctor, however, I get bonuses to my ability to heal wounds. Therefore, I may very well heal for about 250 every time I use that pack. I don't however, think that my bonus as a doctor should pull away from the total pool - that would just mean that the bonus for being a master doctor would spend all of your medpacks faster. Each application of the medpack would use up either 140 points from the total capacity or the number of wounds that the patient has remaining on that stat. So, if the patient had only 20 wounds, you'd use up only 20 points. Of course, I find it only fitting that some degree of variance be put in here.


So what does that mean to the medical community? Well, it would do a couple things for us. First of all, we'd no longer have to tell people that we're not going to heal their strength that that has 7 points of wounds. I know, to us it all seems silly to care, but for the folks out there that don't understand, it gives them a poor concept of doctors. With this sort of scheme in place, we'd be able to heal all wounds and get folks out the door with 0's in the wound columns without really being out anything extra on our end.


What else will this do? Well, how many of you doctors have inventories that are bursting at the seams? Personally, I carry 6 wound pack B's and health and action wound pack C's. I used to carry all 6 in C flavors but I just don't have the room to do so. However, with this scheme, each doctor would have some added incentive to carry the most powerful wound packs they could use. Did you catch what I just said? I'm a master doctor that uses wound pack B's as his primary source of wound healing. Thos are usable by anyone with novice medic and that's all I use. With this scheme, however, doctors would have some incentive to carry this big healers, such as wound pack E's (just for the record, I've never even MADE a wound pack E). These wound packs would heal tons of wounds on a single application and the doctors that use them wouldn't feel like they're "getting the shaft" as they'd normally be wasting so much healing power.


So, there's my take on it - sorry it was so long.





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Zarlor
Mon Oct 06, 2003 7:25 am
#11

It's nice, but there are some design issues, not to mention a total redesign of the healing system would be required.


As mentioned you Total wound healing is still a problem. There's also the idea of having multiple pack types in order to provide that random level of healing. For example, you get nailed with a flamethower or a Disease and drop down to only 10 wounds left before a Doc can get to you to heal. They have to heal the wounds or the next tick will take you down and maybe they don't have a Cure Disease anyways (and we don't ahve Cure Fire, either). So they have to make a choice. They could use a lower level pack that MIGHT heal enough wounds to make sure you don't drop on the next tick, or they had the foresight to make a higher-level pack to get a guaranteed full heal. So perhaps a pack that heals a total of X wounds will still need a base heal rating for how many wounds it will generally take care of at a time.


Plus I think the "wasted" heals that get used up now are pobably just part of the design. A certain amouto waste seems to be inherent to the design system of SWG. This proposal would almost be too efficient to properly fit in.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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