Doctor Archive
Thread: Idea for improving Stimpack A demand, and reducing downtime for non-medics
On the other hand, people could complain that they have to spend 15 points on Novice Medic to be able to hunt, PVP, or do any combat oriented thing competitively, otherwise face massive downtime while waiting for HAM to heal over time.
Here's an alternative solution. Make Stimpack As usable by anyone. Why? People now have the ability to reduce their downtime when soloing, or even grouping without a medic. They don't have to waste 15 points on a medic ability that they use for that purpose. What is the benefit for medics? All of a sudden, there is a huge market for stimpack As, either made by the brand new novice medic trying to make money, or by the doctor merchant selling maximized stimpack As by the crate for a premium price.
Of course, now you'll say that people take Novice Medic so they can use stim Bs, for big self heals in combat. If that's what they want to do, fine, let them. It's their 15 points to spend how they choose, and keeps the stim B as the stim of choice for the power hunter. It's the casual hunters that are hurt right now, not being able to heal themselves, even a little bit, to reduce their downtime.
Anyways, it's an idea, hopefully the devs will see this and consider it.
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Doctors and medics have been talking about how to 'reclaim' 15 points from needing Novice Artisan in order to survey. It's an interesting idea to make surveying available to medics, or even to the general public on a very rudimentary basis.
On the other hand, people could complain that they have to spend 15 points on Novice Medic to be able to hunt, PVP, or do any combat oriented thing competitively, otherwise face massive downtime while waiting for HAM to heal over time.
Here's an alternative solution. Make Stimpack As usable by anyone. Why? People now have the ability to reduce their downtime when soloing, or even grouping without a medic. They don't have to waste 15 points on a medic ability that they use for that purpose. What is the benefit for medics? All of a sudden, there is a huge market for stimpack As, either made by the brand new novice medic trying to make money, or by the doctor merchant selling maximized stimpack As by the crate for a premium price.
Of course, now you'll say that people take Novice Medic so they can use stim Bs, for big self heals in combat. If that's what they want to do, fine, let them. It's their 15 points to spend how they choose, and keeps the stim B as the stim of choice for the power hunter. It's the casual hunters that are hurt right now, not being able to heal themselves, even a little bit, to reduce their downtime.
Anyways, it's an idea, hopefully the devs will see this and consider it.
uh no...
If i have to give the right to heal to everyone, i want the right to use a melee KD, a ranged KD, a survey and the ability to harvest organics from animals without training in anything else...
The concept of someone healing themselves for 100/100 (or less) in one hit of a Stim A doesn't compare with doing a melee KD or headshot. Everyone can shoot a pistol or hit another player without certification, why is this dramatically different than that? How hard is it to stick an autoinjector in your arm and go 'click', or pop a pain-killer pill?
Elenora wrote:
uh no...
If i have to give the right to heal to everyone, i want the right to use a melee KD, a ranged KD, a survey and the ability to harvest organics from animals without training in anything else...
Sorry Elenora.. but your comment just doesn't make sense.. Stim a's suck.. Knockdowns are very powerful. I do like the idea of getting the ability to survey and harvest from animals(even if it was a very lowamount)without using any skill points tho.
I think this is potentially a good idea, but I have a refinement.
Instead of just making StimA med skill 0, add the "Ease of Use" experimentation to it.
That way a good doctor or medic would be able to experiment a Stim A down to 0. That would keep the demand for high quality Medics and Doctors, but allow the potential for 0 skill meds.
You could even raise the base med skill given by novice medic, and the base skill required to use a Stim A to 8-10, making it very difficult to acheive a skill 0 StimA. That way only masters would be able to do it.
This is all worth considerring, but I am not sure about it.
Some people have mentioned that this kills the truly novice medic, as it allows people to heal just as well as a novice medic without needing the skill. One of my suggestions to that would be to restrict non-medics from healing anyone but themselves. This way if a group wants a dedicated healing character, they need a medic. All the Stim As would be good for to non-medics at that point is to reduce downtime, especially if they only healed like 100/100 or less per shot. Keep in mind that medics have medicine effectiveness, which increases the power of heals. Non-medics would not have this, so the medicine would be at its most basic level of effectiveness.
That is an interesting ideabut I wouldsuggest a different approach. Instead of beginingdown the slippery-slope you suggest, where classes inherit the basic skills of other professions without the Skill Point cost, I think the capability of droids should be expanded to fill this role.
No medic wants to be rendered obsolete bya surgical droid (or an NPC capable of healing stationed in med centers as I've seen suggested). However, I think owning aSurgical droid should allow its owner to healdamage (and possibly wounds and other states). I think this would work giventhe following conditions:
- A droid could only heal if it had medical supplies in its inventory (which would then open up the market for medical supplies)
- The medical chip would determine both the type of medicine the droid could use and its maximum effectiveness. For example:
- Level 1 Damage chip -allows droid to use aStimp A at 25% effectiveness
- Level 2Damage chip - improves the effectiveness of a Stimp A up to 50%
- Level 3 Damage chip - Stimp A at 75% or Stimp Bat 25%
- Level 4 Damage chip - Stimp A at 90% or Stimp B at 50%
- Level 5 Damage chip - Stimp A at 90% or Stimp B at 75%
- Level 6 Damage chip - Stimp A at 90% or Stimp B at 90%
- Allow for the manufacture of many different modules thatpermit droids to performmost medical tasks (graduating as above). Droid Engineers could outfit a droid withchips capable ofhealing wounds,curing states likedizziness, poison, blindness andpossiblyevenenhancing stats. In each instance, valid medicine or buff packs would need to be purchased and placed in the droid's inventory.
I don't think these droid enhancements wouldundermine novice medics. Along with the reduced effectivness, droids are easily killed,batteries run out and they are subject to pathing issues. If what I'm suggesting sounds too un-balancing,the effective range for droid healing might be cut in half (3 meters instead of the 6 meter range of a typical medic).
Leonard McCoy, Medical Intern, Mos Espa, Tatooine
I'll just repost my thoughts on this that I made a couple days ago on the general forum:
I have absolutely no problem whatsoever letting everyone use Stims. Anyone who says letting everyone use Stim A's will make the medical professions less useful is on crack.
1. Who's going to make them? Medics. I'd be more than happy to replace my thriving Stim B business woth an out of control Stim A business. Stim A's are much, much easier, faster and cheaper to make than B's are. I could crank out a hundred crates of 50 of the things with a grand total of maybe 20 minutes of time taken to make a schematic and start up the factories. I'd LOVE that. Making top-quality Stim B's is time consuming, and if I could sell A's instead I'd have tons more time to do other things.
2. Stim A's just don't have the healing power required to be anything other than a stop-gap in light combat. They're almost worthless in heavy combat. All they'd really do is make it so people didn't have to sit around after a fight and heal over 20 minutes. They could take a couple minutes to pop some stims, wait another couple for their mind to regen, and get back in the action. I'm having a very difficult time understanding why this would be a bad thing.
The only thing that I'd even hesitate about would be the ability to wake up friends from non-mind incaps... but someone else in the thread had a good idea that I'd like to take a step further.
First of all, introduce a new schematic at Novice Medic, a personal stimpack. Same potential stats as a Stim A, but can only be used on yourself. Everyone can use these.
Then change a Stim A so it has 0 medical usage and change the command needed to use them from /healdamage to /usestima or something like that. Then give the /usestima command to Master Marksman, Master Brawler, and the Novice level of every single elite combat skill.
Then in return, give Novice Doctor and Novice CM the ability to do Novice Artisan-level Surveying (but NOT sampling).
Ok, so I was kidding about that last one. Sorta. ![]()
Falin
The statement of a knockdown attack compared to the ability to use a stimpack -A is nuts.
You as a non combat class can use any weapon of your choice at any given time.
This does not mean it will work very well, but it does do some damage to the enemy.
We on the other hand cannot use any medical items without the skill points because it degrades to medic profession.
However, this is a giant farce because if people want to be highly effective they take 1 branch in your skill tree to use stim c's or d'd and buy them off of master doctors to heal massive damage in combat.
You can Buff the hell out of players and make huge profits. Having to carry Medic is a burden. I want to have a vendor to open a shop. Because SOE is a bunch of tools you have to carry artisan business II to sell your warez at your home.
Many of your medic friends would love to not carry artisan. As I do not want to carry either medic or artisan. I am a combat class. Medics are so unrealistic any ways. Your entire profession is a joke. Buff's? What the hell is a buff? Why do I need any Medical ability to shot myself with a needle? Especially since its always applied to the arm in the exact same spot. I think I got how to heal. I don't need any skill to get buff'd or eat spice. Why do I need skill for stims?
I've long been an advocate of this, based on several concepts. Let's not call themn Stim A's, though, let's call them Boosters instead (just to differentiate.)
First that these Boosters would not use the /healdamage command (although this is of no real consequence now that we know +Med Usage stuff won't work anyways.)
Second, that we consider these boosters will ignore Injury Treatment skills and skill mods.
Third, that they would ignore Injury Treatment Speed skills andskill mods.
Fourth, like Stim As, they would be craftable at Novice Medic giving Medics a decently saleable item and otherwise be pretty much the same as a Stim A.
Fifth, they won't work on pets (so as to be non-competetive with Pet Stims.)
These key differences would mean these "Boosters" would only be usable maybe once every15 seconds (or longer), provide that same wide variability that would, even with the BEST Stim A, only provide somebody who gets lucky and is using one of these made with 1000 rated resources with 100-300 points healed (assuming the formula is, effectively Base heal * a random multiplier of 1-3).
Remember that Stim As can AT BEST have a base heal rating of 100. Only the Medic's Injury Treatment skills and speed make these things even remotely useful other than as a last ditch effert to MAYBE let you survive just one more hit. I personally don't think this would harm Medics, and instead provide them with a viable and much needed income source.