Doctor Archive
Thread: New Doctor Idea: Surgery
Sorry if this has been brought up, but I would like to post it here to see what you guys think about it.
I think thata way to help both is to implement broken bones or very permanent diseases such as cancer. The way these things would come about is that every time you die, you have a chance of occuring a broken bone, and each broken bone has a significant use. Say, you break your leg...movement would be much harder because of your broken leg. Or, if your arm broke, attack speed would be highered. Etc, etc.
Cancers and disease of the such would be errected from new developments in the game. For example, there would be a spice that wouldn't have a downer, but instead gave you more perm. disease %. Doctor buffs would be counted for steroids, and have such effects, and entertainers could make mind healing and mind buffs that would cause towards these diseases.
Now, you will be warned if you have beenfractured or broken or perm. diseased, and the effects will start to come in little by little, and over time the effects will be so high that its impossible to continue gameplay. And the only way to fix?
Doctors. Doctors would get some new abilities (sorry, I don't know where they would go, not even a novice medic) and be able to craft surgical items, such as surgery tables, surgery tools, medicines, antidotes, etc. etc., aswell as being able to craft recovery devices for those who wait to long to have surgery. They would also gain abilities to perform better surgery and things like that.
These items would be very expensive to craft, but some items have many uses, while some have others. And the result of the surgery would be affected by your skill mods and equipment. Pills could be given out to players for speedy recovery, as well as shots to give healthy defensive against steroids, spices, entertainer heals, etc.
All surgery or shots or anything to the such would have to be done out of a house. All proper equipment would be inside the house, and the house would work as a doctors office. Never would a medical center have such places to be able to undergo surgery, but anything in a house surgical wiseis able to be used by any player. Medical droids could have more of a purpose, being able to help with surgery success by adding support.
Since things would be expensive, such as medicine, players would have to pay much for these surgeries, or else no one will help them get back to normal. Buying antidotes for defensive would be less expensive, but for the procrastinating player, surgery would have to be the last result.
To perform surgery, a doctor must put a patient to sleep. Once in sleep, the doctor has a certain amount of things he or she can do to the patient before he or she wakes up. As you start to get better, so would your sleeping capabilities.
This would mean doctors would have something very interesting to do, dieing has a purpose, doctors get much money, entertainers get money for their mind upgrades and etc., droids would be a common thing with doctors, player buildings from architects would be in great demand, plus some ither small benefits. I would like tohear what some other people have to say about the situation. Thanks for your time.
That's kind of a cool idea. It'd be fun to do from a doctor standpoint, but probably really irritating from a regular PC's one hehe.
On the other hand, I wouldn't be opposed to a "racial change" surgery. Bio-engineers provide the kit (rare and elusive components) and Doctors perform the action =)
I don't think most people would like to see that, it's bad enough you get a "disease" but it's vaue enough not to stir up any memories. But peopel who had relatives die of drug abuse, or cancer, might be err, moved by such things.
I doubt it would be such a great idea to implement such "realistic" things, but things like deep laser burns, or vibro-shock wounds could be implemented. I think we'd need to take a look at the doctor EU to get more ideas...
Interesting idea, but it just sounds like a lot of non-fun downtime for the player that gets stuck with those problems. It's all fine and dandy for providing content for a Doc, but everyone else will probably see it as a needless grief. Wounds already seem to serve that purpose well enough.
The other problem comes in the consideration that Docs are a pretty small player minority and MANY of us are not in the Med Centers anyways (it's not fun for us there.) In that situation the game is griefing a player needlessly just because they can't find a Doc to cure them. To an extent that is rectified in the game for wounds in that the MedCenter is capable of autohealing and even the lowest-level Medic can do a /tendwound. It's slow, but it's a lot easier to find someone (or get it yourself) with Novice Medic to help you out.
At least wtih the other DoTs like Poison or Disease their effects will wear off over time. This just seems like a rally harsh thing to do to people. Although it really might be kind of interesting for Docs,I just don't seeing it being very interesting for anybody else.
Keep 'em rolling. ![]()
You might be getting closer to a right track there. Something more voluntary. There was a thread about Elite Elite profession off of EDoc and one of the suggestions there was for a form of surgeon, especially for ones that could do bio-electronic replacements, like Luke's Hand.
So voluntary effects that might then require later the use of a Surgeon (but you knew about it upfront) might be good. For example, what about giving, sayt, TKA Masters the "Death Blow" special maneuver that does massive amounts o damge (like a Light Cannon does, for example, or even more) but once they do it they will suffer from the borken bone condition you mention. Somthing like that. They volutarily submit themselves to that downtime right from the start. (Nobody voluntarily just dies... well, not unless they are using the "SWG Teleport System" to get back to town real fast.
)
How about say, Droid Engineers create Mechanical Replacement Parts (Hand/Legs/etc.) Bioengineers need to create a skin type of Covering. But doctors perform the surgery to replace these parts.
Make this an optional surgery that provides say added strength/toughness to a character. Or a place to smuggle goods. Say a pocket that can hold 2 slots.
ah yesss....not enuff bugs in the game, how bout we put in a death/cancer system
so people randomly drop dead due to bugs![]()
Oooh... an instant death bug! Yeah!
Or would that be a "feature"?
Darise wrote:
How about say, Droid Engineers create Mechanical Replacement Parts (Hand/Legs/etc.) Bioengineers need to create a skin type of Covering. But doctors perform the surgery to replace these parts.
Hmm... very interesting idea.
Definately something they should keep in mind when they catch up with their "emergency" to-do list.
So like AO, you get electro-mechanical parts made by Droid Engineer in different grades
then get Bio stuff made by Bio-Engineer also in different levels
Then give both to Weaponsmith to turn it into offensive skill/stat improvement
Armorsmith for defensive skill/stat improvement
or Tailor for misc skill/stat improvement
and have Doctor install them on you?
Sound extremely(almost impossibly) hard to "balance" but I like it.
WHat would be the "catch"? To stop everyone in the game from wanting to be a cyborg?
Permanent BF loss?
Some other loss or Stat drain, like armor encumbrance?
Ok,
Well, I hate to put down any creative thinkers. I like the way you think, but I don't like this particular idea. But, that doesn't mean the idea is completely without merit. I just think the negatives outweight the positives.
Here's the first problem: Inventory management. As a Master Doc, I barely have room for the large number of different medical items I need to carry around with me already. I do *not* want more items to have to carry around, and more resources that I have to acquire, and more components I have to craft, to do my job.
Problem 2: Game complexity. SWG is already complex enough that a *lot* of players have a hard time already understanding everything that happens to their characters, and what solutions are available to deal with these things. Adding this in will just confusepeople more.
Problem 3: I think that a lot of players (myself included) would just find this redundant with the wound system. The wound system is supposed to 'model' serious injuries that need to be repaired by a Doc. Hence when you get wounds to strength, it costs a lot more healthto perform health-specials. When you get wounds to quickness it costs more to use action-specials.Etc. The only conceptual difference between 'wounds' and the system you propose is that you basically suggest that more things bring on wounding, like long-term use of spice, doc buffs, etc. I personally don't really see how that would enhance game-play for any character class (yes, even docs).
Problem 4: I don't really know that the Doc population is necessarily large enough to keep up with the eventual demand that would be created by this proposedsystem.
Now, as a parting comment, I *do* think that there needs to be more death penalty. Right now, if a player clones, there is basically no death penalty. My suggestion on this is that, if a player is uncloned, they take 500 wounds to each stat (until they have a minimum of 5 of each stat left upon cloning - basically one or two uncloned deaths wipes out your HAM). If they have cloned, they should still take at *least* 25 wounds to each stat, so that over a number of deaths, they would accumulate enough wounds to make it worth gettting a doc/medic to treat your wounds, but at the same time, buying a clone is still advantageous compared to not cloning.
Perhaps there could be a random chance for aplayer(cloned or uncloned)to come down with some state impairment, like dizzy, blind, diseased, poisoned, etc when they get revived by the clone center. But no need to add new systems like "permanent disease" or broken bones, I don't think.