Medic Archive

Thread: Why can't non-Medics heal a little?

Leana_Txorana
Fri Jan 23, 2004 7:49 am
#14

King Arthur : your whole arm is off


Black Knight : No it isnt


King Arthur : Look! /points to arm on ground


Black Knight : Its just a scratch, Im Invincible


King Arthur : Your a loony


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In otherwords, Stim-As are not bandaids, they treat Energy Damage, Acid Damage, Kinetic Damage, etc. When shot by a blaster you dont run cold water over the wounds, you use a high tech device that can diagnose and treat the wound with the proper medicines. To use the complex device required medical knowledge to prevent further damage.


Stims are not simple burn creams.





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Traigus
Fri Jan 23, 2004 12:48 pm
#15

All this stuff is interconnected though. If Stim Bs get Moved up in med usage, it becomes important to keep med As at Novice.

-T



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Zarlor
Sat Jan 24, 2004 1:09 am
#16

To some extent, yes, but considering that other professions are capable of selling items to duplicate our abilities anyways... well i think we are getting ripped out of our cut here. Let's face it Pet Stims replace the need for lower level medic skills for healing the primary tank for most parties. Spices and the current version of Foods provide temporary heals by buffing. Some of thenew versions of food schematics look like they may have some healing abilities. So in all Chefs, Smugglers and BEs all get to benefit by selling some form of healing skill, but Medics can't even get tipped for it, let alone have a product they can sell for profit to do those things.


So even if a Stim A gained some level of importance as an XP gaining method for lower level medics (who already have extra skills over a non-medic in terms of the /tend commands, at least, and the ability to actually make Stim As, plus the added benefits of a little boost in healing power and speed) I don't think it would really end up hurting medics to have a universal version available. I think, rather, that such a thing wouldn't be very different from the way things are now, except to provide another method of healing available to the masses like those forms above, but with the benefit of actually giving something back to Medics for it.


Or so it would seem to me, anyway.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Lamune_Baba
Wed Jan 28, 2004 6:44 pm
#17

I am a medic, and I wouldn't see any problems with this. Actually, it would make buisness a whole lot better. More people buying stims.


Non-medics wouldn't be nearly as effective, and wouldn't receive any bonuses for medicine use or healing time, of course.But the stims themselves are nothing more than self-contained injectors. You poke it in someone's arm or leg, and it pumps them full of antibiotics, artificial steroids, etc to keep them alive. The military uses something similar. (Though it doesn't "heal" damage... just artifically keeps you from dying.)


TechBoss
Thu Jan 29, 2004 9:14 am
#18

Basically this is the way I think the stims should work:


Stim A is usable by everyone


Stim B is usable my novice medics


Stim C is usable by medics with pharm 2 or 3


Stim D is usable by novice doctor


Stim E is usable by doctors with doctor pharm 2


Point being, certian skills should be given to everyone at a basic level. These should include use of stim As, use of CDEF weapons, use of knives, use offist,minimal entertainment skillsand the ability to harvest some resources. It comes down to basic abilities everyone one should be allowed to have. The survey ability needs to be given to everyone in the form of a droid similar to the bounty hunter droids.



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Sistere
Thu Jan 29, 2004 2:07 pm
#19

I would like "eyeshot:" myself, but skills are skills. Everyone must make choices when it comes to charecter building. Personally I would like the ability to survey and/or scout being added to the medic tree- but hey - we can't have everything.


I think it is fine just the way it is.. all things considered






Chinatown Medical Group, Sistere Allison MD/MChef and Alexi Carlone MD

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