Doctor Archive
Thread: Master Doctor, an idea making it worth achieving
So you wanna be a Doctor but whats the point of Master when you get basically nothing.
I noticed something, that no item requires the medical knowledge that a master has. So what item could we give a master doctor so they would feel all there hard work payed off, but only they could use it. Simple Mind healing stim. Should it be strong i dont know, but make it so that either its a psycho theary action to use it or make it so that it requires a 100 in medical knowledge and cant be experimented on so lower doctors can use it. Well i think one reason they dont let us heal the mind is because of a possible exploit on xp. Well a master doctor doesnt need anymore xp, so then you say well what if they want combat medic. I am sure its within in there power to make this special stim not grant xp,
So facts:
Need Master Doctor
Mind Stim cant grant xp
Mind Stim cant be experimented on so non master doctors can use it....has 100 medical knowledge rating
Makes getting master doctor worth wild
Entertainers still heal Mind wounds and Battle Fatigue ( so they cant get upset )
Please comment, sorry if this has been brought up, but its late and just wanted to state this idea before i went to bed.
Very true. but mainly its use is for a mind incap, not like are stim E, just enough to bring there mind back up like say 100.
I feel like I'm babbling because I know I've said this before, but here are my ideas for making Master Doctor a more worthwhile accomplishment:
- Experimentation Bonus
- Improved First Aid
- Area of Effect Cure Poison/Disease
- Limited Mind Damage Healing
Any or all of these would be welcome additions to master doctor, in my opinion. Let me explain what I mean in a little bit of detail:
Experimentation Bonus - The medicine crafting tree was the first one I mastered when I made it to Doctor. Why is it that I, as a 1, 1, 1, 4 doctor can craft things as well as a master? That makes no sense. That additional medical knowledge that comes with being a master doctor should also reflect in your crafting ability. I think an additional experimentation point for a master is only fitting.
Improved First Aid - Why can't a master doctor stop bleeding any better than a novice medic? I think that's about enough said.
Area of Effect Cure Posion/Disease - If a combat medic can inflict poison on a group, docs need to have a counter to this. As it stands now, a combat medic could throw a poison into a group of 6, succeed in poisoning 3, and a single doc is going to be hard-pressed to cure the posion on all 3 of them before someone falls over. I think master doctors should have a better counter measure - maybe it succeeds less than applying to a specific person, but the opportunity should be there to cure a group.
Limited Mind Damage Healing - Heal damage at a 1:2 healing/cost rate. Therefore, if a doc wants to heal 100 mind damage, it's going to cost him/her 200 points from his/her own mind pool. Draining your mind pool is the last thing a doc wants to do, but this ability would give docs an opportunity to save a dying player. Of course, doing so puts the doc, as well as everyone in the group at a greater risk because a doc with no mind points left isn't much of a doc.
Those are some of the things I think could be added to make master doctor more appealing.
I know exsactly what your saying I have actually made a hot key that says "Sorry your only incap by mind, if you were DEAD I could bring you back so you will have to wait or die next time"....This is for those people that think I can bring them back and I think I should be able to. The best idea I have seen is the equivlent of "smelling salts" that will allow you to bring the person to zero mind...just to get them out of incap.
Clerihew StarStrider Master CM and Master Doc on Sunrunner
Vlanin wrote:
I know exsactly what your saying I have actually made a hot key that says "Sorry your only incap by mind, if you were DEAD I could bring you back so you will have to wait or die next time"....This is for those people that think I can bring them back and I think I should be able to. The best idea I have seen is the equivlent of "smelling salts" that will allow you to bring the person to zero mind...just to get them out of incap.
Clerihew StarStrider Master CM and Master Doc on Sunrunner
I think this "smelling salts" is a great idea. Make it craftable and useable only by a Master Doc. But wait! Why stop there...make it a Master Combat Medic useable/craftable only too! That way both benefit from it.
Not powerful but only enough to get the player up from mind incap.
I wish we could heal mind wounds.. I'll keep my fingers crossed but im not holding my breath.
I love the /drag command.. Whenever im out with my friends.. I just wait for somebody to fall over. Then i just stand in one spot, drag them to me and heal them. It's great.