Medic Archive

Thread: Why can't everyone use Stimpack A's?

Numen
Wed Oct 01, 2003 2:16 pm
#1

I understand that B's would be a little overpowering. Mast Docs can get these in the low-mid 400's per charge. A's I've seen about 100 max. Is it too much to ask justto be allowed to use these without novice medic. They aren't very viable but at least people could heal their own dmg after a fight.


I'm sure I'll get flamed for this as people will realize that a small amount of their business might go away.



I can heal my pet for 1k+ a shot but can't heal my own dmg? Yea that makes a lot of sense.




Amandil Morier - Tempest - Master Chef
SmedleyLlama
Wed Oct 01, 2003 2:22 pm
#2

Probably for the same reason that you can'tcraft a shirtwithout Artisan, or harvest from animals without Scouting, or use a blaster (with any success) without Marksman. If everyone could do everything, there would be no interdependency between the players.

LyojuJanar
Wed Oct 01, 2003 2:22 pm
#3

I have thought the same thing, and the only answer I can come up with is that they want to encourage team play (working together). I think I agree with them, although it can be frustrating.
Agent001
Wed Oct 01, 2003 2:45 pm
#4

why cant anyone use StimA's?


The answer is cause it requires novice medic


Squeg
Wed Oct 01, 2003 3:18 pm
#5

Letting everyone use stim A's would be the equivelent of everyone run around with low-level pets. Wait, wait, the DO let everyone run around with low-level pets. I really can't see a significant difference in either of these cases.

Stim A's are generally useless in battle because the burn as much mind as the heal in stats. They're slow when using them to recuperate. Basically, it would allow everyone to be a little more self-sufficient and it would provide a market for all those novice medics who can only make stim A's. You'd still need someone with real medical skills to make any kind of difference in a fight or increase group efficiency in the field.
Agent001
Wed Oct 01, 2003 3:30 pm
#6

true


It probably wouldnt be a big deal, so long as it was limited to only USINGstim A's. No StimB's, No crafting. Then I think it would be probably be Ok.


Your right in that it would give low level Medics something to sell, even though the bazzars would be flooded with them in seconds....

JebusRanger
Wed Oct 01, 2003 3:33 pm
#7

I have been wondering about this for a while too...I'm a Master Ranger/Master Carbineer and that combo leaves me with a choice..enough of the ranged support to get warning shot, enough of CH to have a decent tank, or get novice medic to use stims. If any of you guys have used carbines you know how much the specials kill off your ham. Personally I chose the few lvls of CH that I could get becuase I solo hunt mostly and a decent tank does me the most good. I dont mind paying for medical treatment and I usually pay well, at least 1k, or up to 5k if I have to ask someone to come to the med center and heal me. My problem is that in the field I spend a huge amount of time sitting..doing nothing but regenerating ham.


I would really like stim pack a's to be able to be used by everyone and I think it would help out the medic profession also. Medics would have a valuable item to sell to those who dont have the points, or who dont want to have medic skills. Not only that butit would most likely cut down on the amount of people taking up novice medic just for the use of stim packs so they dont have huge down times. With less people being able buy wound packs and heal their own wounds, the more people that would have to pay one of you to do it. I cant see how this could do anything but help you guys out. I for one never payed anyone (nor had anyone) heal me while I still had novice medic because I could buy and use all the wound packs that I need and do it for myself. Not only that but these days I regularly buy huge amounts of pet stims before a big hunting trip..I spend about 8 to 9k for pet stim packs and it makes me wonder why I can heal my pets hamwithout any medical skill but I cant heal my own.Anyway that is my two credits...


Jebus -Master Ranger-

EwokMuffin
Thu Oct 02, 2003 11:43 am
#8

Back in the old days in a land called Beta, B stims were higher medical use than the current 5 they are now. This was causing a problem because some differences in crafting and useage skills (dont recall EXACTLY what the problem was - I was not a medic in beta). The end result was that B stims were lowered to 5 med use but never restored to their previous level.


Back then, A stims had a purpose. Now they only serve as grinding items until you can reach Organic Chemistry II and make your own B's.


Personally, I think B stims are overpowered for their current med use requirement and should be returned to their original med use, which would require Pharmacology I or II but Sony would see a general revolt if they did that.




Visit FoFF Industries on (Chilastra) Tattooine South west of Bestine. -1814, -4614 for Stims, weapon powerups, harvesters, and resources.
Page 1 of 1
Previous Next