Medic Archive
Thread: Pharmacology 2 and 3
Pharmacology 1 and 2 though are pretty much useless, realistically.
.................Uphill, both ways, before vehicles and CMs had terrain negotiation...............................
Way back in beta there was a design flaw in medic. It used to be once you got a small stimpack schematic, you could not make stims or a lower powered schematic (i.e. if you got the Stim B schem, you could no longer make stim As). At this time, Stim Bs had a med use greater than 5 (don't remember what it was off hand.)
There were a large group of medics training in Organic 1 and losing the ability to make stim As....problem was, they had not trained Pharm 1. Because if this, they could only make meds that they did not have the ability to use.....and needed meds to use to get the exp needed to increase their Parmacology tree. To put it mildly, medics were a little upset.
The best fix at the time was to change the Stim B med use req to 5 so you could use it without training pharm. Eventually medics gained the ability to use all stim schems that they had in their datapads....but the Stim B med use req was never returned to it's previous value.
So, to answer you...yes, at one thime there were stims (and probably woundpack Bs) that were inteded to only be able to be used with players having Pharm I or II. Every couple of months or so there is a little push to raises the med use req of the stim Bs....but there is a large vocal group consisting of Docs that sell stim Bs and medics without pharmacology training that say it should stay. I don't recall ever hearing the Devs comment on this (but that doesn't mean that they didn't.)
Message Edited by Pahdbacca on 03-29-2004 09:43 AM