Medic Archive
Thread: Discussion on Stim A
This has been done to death, but I think we've managed to create some new ideas on the topic:
Allow everyone to use Stim As, but only as an out-of-combat downtime reducer.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=626230
Cidem_Relaeh listed a number of bullet points which sum up what was hashed out there:
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There have been several great suggestions in even this short thread. I'd like to recap what I think would be a fair way of allowing non-Medics to use Stimpack A's.
- Stimpack would not be useable in combat. Much like the CH pet store timer, it would also not be able to be used for 10-15 seconds (or perhaps more) after you have sucessfully "peaced". This would prevent people from simply stopping for a second to stim and resuming attack. Medics and docs/CM's of course would not be restricted by this. This would be for NON medics only using stimpack A's.
- In conjunction with the above requirement, make it like forage or dancing, you have to be standing still. If you don't have the skills and knowledge of a Medic, you should have to be very careful and precise in administering the stimpack.
- Hard cap on the amount healable with the Stimpack A. Perhaps 125-150 heal points maximum (applied affect, not listed on the Stimpack itself).
- (Possible) Self and own pet(s) only use for non-Medic Stimpack A useage.
What do you guys think?
Cidem Relaeh
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-c.
This idea needs to be Bacta.
Where is Bacta in this game ?
if it were RL, I could smear salve over my cuts, and apply a bandage, but id never ever try using any type of needle to inject anything.
Simply need Bacta. would provide small heals, and greater regen rate over time.