Doctor Archive
Thread: A Massive potential addition to the combat system (Dev's please read)
Posted on SWG discussion too.
I've tried this a couple times as you have probably noticed from the botched sticky post at the top. I've tried cut and paste, word, word pad, etc. I guess the only way to do this is to type this again. /sigh oh well, onward.
In my "busy" work day, I have pondered the intricacies of combat in SWG. All in all, I think it is a good system that needs some tweaking. Tweaking isn't the subject of this post. A potentially huge ADDITION to the system is.
I have taken the time to lay out what I see as a vialbe solution to the "onfire" issue and a potential massive increaxe to the combat and healing systgems. Before you read this, understand, I support the current structure of combat and believe it to be pretty close to realistic. Don't use that opinion as a reason to hit the back button. Take 5 minutes and read through this. Flame it, add to it, change it, but at the very least consider it. To understand my ideas, the entire post must be read as it doesn't really follow a linear fashion.
First
Abreviations:
SD - Surgical Droid
SWP - Specific Wound Pack, i.e. Acid Wound Pack
Create 5 new wound categories: Acid, Burn, Electricity, Disease, and Chemical. Each of these categories contains5 "permanent" wound levels that can only be treated by a given profession in a certain facility using a certain type of equipment, regardless of cloning, etc.
Level 1 Requires a Master Medic using a SWP - A with a Scout campsite
Level 2 Requires a Novice Doc using a SWP - B with a Scout level campsite and a SD
Level 3 Requires a Field Surgeon using a SWP - C with a Ranger level campsite and an SD
Level 4 Requires a Master Surgeon and a Field Surgion using a SWP - D and a PORTABLE Specific Wound Tool Set in a Hospital with a SD
Level 5 Requires a Master Doc using a SWP - E, Specific FACILITY Treatement Tool Set and Bacta Tank in a Planetary Hospital with a SD, and a Specific Wound Treatment SYSTEM
General idea of what these wounds entail using Burn as an example:
Level 1 - This might be compared to a mild small area 2nd or 3rd degree burn. Only requires a bandage and some medcicin, but is not something that could be done in the middle of a fire-fight
Level 2 - This is comparable to a larger area 2nd or 3rd degree burn. The area might be as large as an arm. It requires more than a tent and a clean sterile sheet to treat.
Level 3 - This is getting toward the larger area, 3rd degree burns. Area would be about the size of an arm or something simliar but would require the fieled medical facilities a ranger camp could provide.
Level 4 - These are 3rd and nearing 4th degree burns on significant portions of the body. It would require a relatively well equipped trauma center to treat and in many cases would require serious surgery to reapir tissue and muscle damage.
Level 5 - Full body, skin, tissue, muscle grafting and replacement. This type of wound would be considered near fatal in our world and would require a Full facility Burn intensive care and treatment center.
Each of these levels of wounds would also come with minuses in much the same way as the current wound catefories, but would impact multiple categories. Using burn as an example again, Massive burns opens one up to serious infection and seiously limits, mobility. Wounds might be targeted toward constituion, quickness, strength, and eventually all categories as the wound level increases. These wounds would be healed using the standard wound packs
Hospitals could register their location and level of treatment available based on the tyupe of itmes inside:
Clinic - a standard player hospital with little or no items inside
Hospital - a standard player hospital with a crafting station, and 1 or 2 specific facility wound treatment systems
Trauma Center - a size 2 player hospital (think Bestine hospital for size) with a Crafting Station, Bacta Tank, and Multiple Facilities
Planetary Medical Facility - a size 3 player hospital (think Theed hospital size) with a Crafting Station, Bacta Tank, All treatment facilities and no more than 2 per planet.
Allowing player hospitals to specialize with these items makes them more than fancy houses. It gives Master Doc's some guidance and golas to shoot for. It also gives incentive to get a shuttleport and open the only Full Service Planetary Medical Facility on Lok, or NAboo. This would give doctors a legitimate reason to hang out in their hospitals and an opportunity to make a decent living. This also opens up the potential to make for 3-4 levels of hospital buildings. A planetary Medical cneter would not fit in the current Player City Hosptial, but would require the creation of 3 levels of player created hospitals, only placeable by a Master Doc, etc.
Limiting the number of Planeary Medical Facilities could make for a concerted effort by a few cities on the planet to make it possible
Items needed to be crafted:
Acid Wound Pack - A,B,C,D,E
Burn Wound Pack- A,B,C,D,E,
Electricity Wound Pack - A,B,C,D,E
Disease Wound Pack - A,B,C,D,E
Chemical Wound Pack - A,B,C,D,E
Acid, Burn, Electricity, Disease, Chemical Portable Wound Treatmnet Tool Set, Facility Wound Treatment Tool Set, Wound Treatment System
Bacta Tank
Trauma Room Curtains
Trauma Room Decorations - think monitors, data pads, etc
size 2 and 3 medical structures
The construction of the Facility Wound Treatment Tool Sets, Wound Treatment Systems, and Bacta tanks should be pretty difficult to construct and requrie some components that are amde by mastor armorsmiths (materials) Weaponsmiths (internal components) Master Artisans (various other compoennts) and Master Bio-Chemical/Medical Engineer I will speak of in a moment, and perhaps a few others. Make these things something to really strive to get, but not out of the reaach. The more work that we as doctor's put into getting these tools, the mor pride we'll take in creation of our hospitals.
Items to counter-act each of these categorical wound types
Acid Resistant Clothing or Components, All Slots
Fire Resistant Clothing or Components, All Slots or a body suit
Electrical Resistant Clothing or Components, All Slots or a body suit
Disease Protection - Vaccinations and bio-filter/re-breather, a full body over suit
Chemical Protection - Chemical Protection Mask or Breathing Apparatus
All of these would be to arying degrees of effectiveness.
Potential ingredients for crafted items
Acid Wound Packs - to my knowledge, water is one of the best neutralizers of acid followed in increasing degrees of effectiveness by compounds of the opposite Ph all the wya to a compound that would chemically react with the acid rendering it completely harmless. Given the complexity of the resource system in SWG, I don't see this kind of wound pack requiring a ton of new coding to make
Burn Wound Packs - From what I understand, there is some REALLY exciting things coming out in modern medicine where synthetic skin, grafted animal skin, and various other things are making leaps and bounds. Again, the sytem for resources is already in place. It jst ahs to be decided how ingredients would work.
Electricity Wound Packs - I'm kind of at a loss for how Electrical wounds are healed although I know they can have some lifelong repercussions. /shrug
Disease Wound Pakcs - Vaccinations seem to be the best way to make one immune to disease. Those vaccinations are created from the actual diseases either synthetically or actually. Disease have lifelong repercussions, see Polio, but there are some people that have been bent over backward that have been treated back to pretty fair health given the proper resources. This might require the creation of a new type of resource harvesetd from creatures either by force or painless needle BE type move: /diseasesample. The anti-disease/vaccination would first bhave to be crafted by a BE, then placed ino the Wound Packs by a Bio-Chemical/Medical Engineer.
Chemical Wound Pack - This comes more from what could be in the game rather than what is in the game. Incredibly inhumane and unbelievably ruthless, but they exist and have a horrific impact. There could be treatments available if the people affected didn't live in poor countries, but you get the idea.
This systme would require the creation of a new profession. It is iable and could be very lucarative as there are people that Master Doc that have no desire to heal, but do it only for the experimentation points. Move ALL medical crafting into a new profession and call it Bio-Chemical/Medical Engineer. It would require the completion of the animal knowldge tree from scout, and healing tree from medic. this does require that one be a novice scout and novice medic, /ouch. The category would be made up of the standard 4 categories. Advanced Treatments (Acid, etc) Enhances and Vaccinations (Enhance Packs, Disease/Poision Packs, Disease Vaccinations), and Standard Medicines (Wound Packs, area Stim Packs, Standard Stim Packs) with all the strongest of these Medicines residing with the Master Level. The Experimenation could be split up through the entire profession or in one of the trees. This profession is the medical equivalent of a Weaponsmith. If ALL med packs reside in this tree, there is massive potential for this profession.
Specific Wound Pack A's and B's would not require very much more than the already available medical crafting componets. C's, D's, and E's would require an engineer to create the components. Each of the protection equipment would require Tailors, etc. to craft them as well. This would demand interdependance or more skill point use by the player, either way, the crafting system benefits.
The game needs to have fire-extinguishers, it's pretty safe to say that being on fire irritates many of us, especially when the simple solution is to stop drop and rolll. That being said. Here is the answer
3 Increasingly effective types crafted by players.
A - Holding Tank, Explosive Mechanism, Chemical, Water
B - Holding Tank, Explosive Mechanism, Stream Controller, Chemical, Water
C - Holding Tank, Explosive Mechanism, Stream Controller, Wound Treatment Agent, Chemical, Water
The use of the A Fire Extinguisher would be sueable by anyone, but may require a couple of them to get the job done. The B model would require a level 2 Injury Treatment, and the C Model would rquire LEvel 4 Injury Treatment, each from the MDic Skill tree as medics are usually firefighters anyway. It can be compared toa first time user of a fire-extinguisher to that of a fire fighter. USe of the fire-extinguisher would grant medical xp.
Construction of all components used in the construction of any medical item would be done by increasing levels of engineer from the Artisan tree. These additions make Engineer a viable choice to make some small cash as people going the Bio/Chem/Med Engineer may not want to give up the sp's and would rather buy them.
These changes would stop a lot of the rabid complaining going on about the uber combat professions in this game. A simple fire extinguisher would quiet all frustration about beeing caught on fire and the ability to purcahse clothign athat could rengder a falem thrower useless creates a very marketable product for tailors. The wound levels owuld demand that people go back into hospitals and demand that Doctors, do mor ein thsoe hospitals. Surgical Droids would be an integral part of this medical system. Permanent wounds that must be treated in a hospital would force people to wear some kind of armor. Right now, there are people that simply do not wear armor because it is such an encumbrance. If the clothign we wear offers preotction against really powerful weapons, we will buy it. Doctors would become more than steroid distributors. We would be put into a true "healing" role. This is a very vialbe option for Doctors to make money as it can be difficult to find a master doc. this would also give dos incentive to be in the medical center using the register location command instead of sitting oustide Coronet taking tells for people hunting for steroids.
my hands hurt, and I don't wont to read this as i just re tyuped the whole thing. There is enough content here for its own monthly patch.. Please consider it. don't bother with the negative SOE won't do this, as that doesn't do a thing for helping the game
How about you make the higher level packs treat progressively more wound types? That way, at D and E levels, you wouldn't need many different types of packs.
If you burn off someone arm with fire or acid or what have you, a tissue regeneration tankfixes it just the same.