Doctor Archive

Thread: Cures for Poison/Disease

Datchery
Thu May 27, 2004 11:32 pm
#1

I have a proposal about poisons and diseases and their associated cures. Why not make cures give temporary protection vs further infection?


ex: Combat Medic poisons your group. You start curing the poison with an anti-venom, Any players cured will have either complete protection vs further infection or high amounts (say 75%+) protection against being infected again. Or even damage mitigation vs poisons/disease.


The protection would last perhaps 5-10 minutes, taking perhaps 2-3 seconds between ability to apply to another character. So if you knew the enemy had combat medics you could pre-vaccinate your group vs. various diseases + poisons (much the way a cm has to choose what they will throw). I think in the end, this would be fair to all parties involved. And because the vaccine wouldn't last much longer than 5-10 minutes, the Combat Medic would generally have the opportunity to re-apply at least once, more if they were very clever and weren't killed.


So have at the idea, good points, bad etc...
MorvenDee
Fri May 28, 2004 4:26 am
#2






Gnuut wrote:

A pile of drivel about the poor little oppressed CMs




It'sdownright offensivethat you jumped on a Doctor discussion thread as the first respondent to protect the interests of Combat Medics.Your views are ridiculous anyway. No matter what they're crafted from, the 6m range, single-target cures available to doctors are no match for the area-effect 90m range application available to a combat medic.


The original post was an interesting suggestion. It's a pity you couldn't wait a little to see how some doctors reacted instead of trying to smother the discussion.





Tale
Gnuut
Fri May 28, 2004 4:49 am
#3

I didn't flame I offered an opinion. I did not condescend I did not say the idea was stupid I simply pointed out that it needed a bit more work. As far as you implying I have no right to post in the Doctor forum, when you begin to discuss counters to CMs then you need to involve CMs to gain insight into how we feel it would affect us. Signing off an idea without getting a few opinions on the matter is ignorant.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Datchery
Fri May 28, 2004 8:41 am
#4

Look guys, we HAVE to work a solution to this out that is acceptable to the players in the game. The way it stands now Combat Medics can do too much damage in PvP without anyone being able to really counter it. I totally appreciate that CM's don't want what is essentially their method of damage to be nerfed or taken away.


However, I find it somewhat questionable that 'every' combat medic I've ever had a run in with was using their best poisons. Gnuut, you have said these components are rare....does that mean rare likethe Giant Dune Kimogila rare or rare like...holocron rare (which is technically, but not in practice) This matters as to how effective and easy a doctor cure should be, and whether they should be 'potency increased' based on equally rare parts (perhaps a little less rare, since they would still be single target cures insofar as I'm talking here)


-Datchery


Gnuut
Fri May 28, 2004 9:11 am
#5


The resources needed for advanced CM components consist of6 resources, 5 of which arerare andat times do not spawn on some servers for many months. The 6th is a planetary spawn on Yavin. Doctors have only 2 truly rare resources, Liquid Petro 4 and Dolovite Iron. The rest are all planetary spawns. While you might not always get the best shift, it is still common enough to offset the imbalance between AE poisons and single cures. If cures are made any more potent than they are off the current commonly available resources then it would offset way too much in the Doctors favor.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

DoctorBill
Fri May 28, 2004 9:37 am
#6

The poisons may be tough to make but they are so powerful that it take 2-3 sometimes more to heal the poison! The CE (cure effectivness) isnt near the damage of the poison.


I am not sure about an answer to the imbalance because I dont PvP but I love to craft and sell meds.


Personally I think the effect or protection proposed is a good idea, but I seriously dont know if its an answer to the powerful CM's I see in the game.





------------------------------------------------------------------------------------------------

IGN: BillyBongVII, Spacecase, and Spacecase'

Ships, Harvesters, Re-Engineered Ship Parts, Astromech's, Flight Computers, Droids, Spice, Resources, Vehicles of all typesand allot of other stuff, all at the shop formerly known as Billy's Med's

Located about 850m north of Bestine at -1091 -2828


Datchery
Fri May 28, 2004 9:40 am
#7

Alright then, would it be fair to say that advanced doctor cures should require some of the same components that advanced diseases and poisons (anti-venom comes from the same animal, and diseases are cured generally by using the disease to manufacture a cure)? I feel it only fair that a doctor cure can completely take out the effect of the poison when they are re-applicable and area effects, while the cures are single targets right?
Gnuut
Fri May 28, 2004 10:33 am
#8


No I don't think that is necessarry. Otherwise it would require a Janta class cure to remove a Venom class poison. My point is that cures are pretty much a joke to make compared to poisons, but poisons offset this by having AE capability.If cures are made more useful than they currently are then it offsets that balance. Adding an AE cure for instance should require the same rarity of resources required to make a powerful AE poison. But as it stands, those same rare resources required to make single target poisons can still be cured with commonly available resources. Understand where I am coming from?





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Gnuut
Fri May 28, 2004 12:54 pm
#9

As it stands AE poisons require a variety of resources to make. To make them more powerful, rare resources are used to make advanced components. Doctors on the other hand can make cures fairly easily with advanced components that are made from resources that are not that rare. They are in fact planetary spawns. As you can see, the imbalance between cures vs AE offensive medicine is slightly offset by the fact that it is harder to make those poisons than it is the cures.


If you really want to propose protection as an added side effect of cures then you need to also address the fact that these Cures would need to be harder to make and require rarer resources than are currently used. What threat is there if a CM can spend time and credits on making or acquiring well made poison packs and any n00b Doctor can counter it using the crappiest and most common resources available.


I have brought up many suggestions before in this thread. One of the issues is that CMs need a more stable form of income. Give us the ability to craft and apply innoculation buffs to players. We get our income and the players get their protection vs poison/disease. Doctors have enough going for them already.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

DoctorBill
Fri May 28, 2004 3:00 pm
#10

oops my bad I dont really know CM but I knew they could heal mind damage but didnt know they cannot heal their own minds.



------------------------------------------------------------------------------------------------

IGN: BillyBongVII, Spacecase, and Spacecase'

Ships, Harvesters, Re-Engineered Ship Parts, Astromech's, Flight Computers, Droids, Spice, Resources, Vehicles of all typesand allot of other stuff, all at the shop formerly known as Billy's Med's

Located about 850m north of Bestine at -1091 -2828


Gouta
Fri May 28, 2004 4:50 pm
#11

I think this idea has been floated before and for full disclosure I play a CM/DOC but what about poisions and disease cures using some of the sub compenents that CM make. I see lots of other professions dependent on other classes to make components, and it would allow CM's to have something marketable to a larger population. As it stands now I know a few CM's who come to me to make advanced sub components for medical schematics because I have the 10 points. I don't know if this would be fesasible but I thought I would throw this out for discussion.
DoctorBill
Sat May 29, 2004 12:04 am
#12

I know this will cause a flame but I think mind poison shouldnt exist unless they start making a stim that docs can heal their own minds or get the ability at master doc to not have heals cost anything from your mind, a CM can heal their mind but a doc cannot? A CM can be poisoned but cannot heal it without going into the doc tree? Just to many screwy things that cause a bad imbalance, I know they are trying to make people work as groups of different professions but to many people use the most common templates and expose to many weakness' to other professions.


The thing I hate most in this game is when I would sit and try to make money buffing and if you get a TEF from healing or buffing an overt member and your mind is sitting there so vulnerable, it just should be that way, this is why I just decided to start my own business and I hardly buff anyone in public, it also is allowing me to dabble in other crafting professions and I dont even have to worry about fighting.





------------------------------------------------------------------------------------------------

IGN: BillyBongVII, Spacecase, and Spacecase'

Ships, Harvesters, Re-Engineered Ship Parts, Astromech's, Flight Computers, Droids, Spice, Resources, Vehicles of all typesand allot of other stuff, all at the shop formerly known as Billy's Med's

Located about 850m north of Bestine at -1091 -2828


Gnuut
Sat May 29, 2004 12:20 am
#13







DoctorBill wrote: a CM can heal their mind but a doc cannot?




A CM can't heal their own mind...






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

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