Medic Archive

Thread: Mind Healing Proposal...

Elenora
Sun Aug 10, 2003 2:43 am
#27

doctora already have a stim that heals mind when a person is dead its called a revive pack...


so i really dont see the need for a mind incap stim...


fact is there is one u just have to be dead not mind incap....


mind incap stims get awfully close to flirting with revive packs....




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
GG_Crew
Sun Aug 10, 2003 10:01 am
#28

I will disagree with you on this one, Elenora. To quote:





Elenora wrote:

doctora already have a stim that heals mind when a person is dead its called a revive pack...


so i really dont see the need for a mind incap stim...


fact is there is one u just have to be dead not mind incap....


mind incap stims get awfully close to flirting with revive packs....





Comparing a mind stim in this manner is like saying "why even have any stim at all if we can just revive a player", or "why bother healing a player when I can revive them after they are killed". There's something wrong if the healing class decides it's more efficientto let someone die than to prevent their death.


I don't think any of the medic-related professions should get a mind stim that will significantly heal great quantities of mind power. Refering back to my other post in this thread, I think Medics (and Doctors and Combat Medics) should gain the ability to revive a player whose been mind incapacitated. This would be a special circumstance (target's mind = 0), low-power heal (appx 5 points, just enough for the player to stand up). The purpose of the limited mind heal would be to allow the player to avoid getting killed due to a mind incap.


Again, thanks for reading.


- GG Crew


(Meetatogon, Novice Medic on Lowca)

Alphageek2U
Sun Aug 10, 2003 9:21 pm
#29

This idea has merit, however I agree that medics should have no mind treatments. Let the Entertainer profession get the ability to make amind stim -A type consumable and the ability to use it. Let's face it, most players out therekeep novice medic as long as they can afford the skill points so they can use a stim in an emergency. That's the tradeoff and the limit of it. It runs the risk of unlimited healing, but then, an entertainercan train novice medic and keep playing with a 2 second break to use a stim -A every now and then, so that's not even a valid argument.


Alternatively, the Squad leader could be "motivational" enough to bring 'em around as well.


just my .02cr worth




Hocus
MD/MCH (yes, that means NO combat skills)
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