Medic Archive
Thread: Multi-Stat Wound Pack -New Item (concept)-
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Chickenlad
Tue Nov 16, 2004 9:38 pm
#1
Personally, I'd like to see a low power, medium medicine use, medium crafting difficulty createable item that allowed medics to heal wounds to the 6 pools we can heal now, but all at one time.
I understand the need for balance, and as such, the creation of a 500 wounds heal all pack would never be possible - I'm thinking more like 50 wounds tops (to a single stat) and/or 200 wounds total (all 6 stats combined).
Maybe something like med use 35 (experimental to 29 with perfect resources, so 30 with elite resources)
same charges/power as an A-B pack, requires D wound pack resources.
Thoughts?
Sinara-Snake
Wed Nov 17, 2004 9:57 am
#2
I don't think they'd go for that. it would bring the sales of regular wound packs down. And wound packs don't sell that great in the first place.
Jagii
Wed Nov 17, 2004 6:33 pm
#3
A list of pros and cons as I see them. My math may be a little off.
Pros:
- Heal multiple minor wounds instantly. (Without this pack, medics can heal wounds to all stats in 2.5 minutes. A good doctor can do it in less than 1.25 minutes)
- Eliminates the need for minor wound packs, freeing up inventory space.
- (if mind pool costs are consistent with other wound packs) Heal multiple stats more efficiently. If the patient has minor wounds to all stats, a medic will only use 1/6th the amount of mind he would use when healing the patient using 6 different packs.
Cons:
- Eliminates the need for minor wound packs, lowering the usefulness of these packs.
- May reduce the distribution of medical experience, which can have an especially harmful impact on beginning medics.
Assuming that such a woundpack can be balanced in the game, attributes to tweak are mind pool usage, next wound/enhancement timer, resource/component requirements, max wound healing per use, max number of uses per pack, and ease of use.
In my opinion this seems more like a doctor thing. But it might also be suitable for the master medic slot.
= Andrew
Chilastra.Palacek
Pros:
- Heal multiple minor wounds instantly. (Without this pack, medics can heal wounds to all stats in 2.5 minutes. A good doctor can do it in less than 1.25 minutes)
- Eliminates the need for minor wound packs, freeing up inventory space.
- (if mind pool costs are consistent with other wound packs) Heal multiple stats more efficiently. If the patient has minor wounds to all stats, a medic will only use 1/6th the amount of mind he would use when healing the patient using 6 different packs.
Cons:
- Eliminates the need for minor wound packs, lowering the usefulness of these packs.
- May reduce the distribution of medical experience, which can have an especially harmful impact on beginning medics.
Assuming that such a woundpack can be balanced in the game, attributes to tweak are mind pool usage, next wound/enhancement timer, resource/component requirements, max wound healing per use, max number of uses per pack, and ease of use.
In my opinion this seems more like a doctor thing. But it might also be suitable for the master medic slot.
= Andrew
Chilastra.Palacek
MasterNerfSlayer
Wed Nov 17, 2004 10:24 pm
#4
It's an old idea. Even put it in with the GCW update request, but never heard anything back from the devs. I don't think they like it.
NJ62
Sat Nov 20, 2004 6:20 am
#6
It would definitely compete with TK meditate. If my TK is wounded across the board for about 20-40, it probably takes me about 1-2 minutes to meditate off, and it's cheaper than wasting 6 woundpack uses for minor wounds. Many many people (okay TOO many) have TK in their template.
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