Medic Archive

Thread: CU Info: Have a look at what is to come...

vortexala
Fri Mar 18, 2005 5:15 pm
#1

Posted here






Health, Action, Mind pools
A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
Players will be able to reference their combat level.
Short term buffs will modify this health value no more than 20%.
Long term buffs will modify this health value no more than 10%.
Species modifiers will affect no more than 10% of a base statistic.


Buffs
The group UI will be re-worked so that you can see the buffs and de-buffs applied to other group members.


Healing/Doctor/CM Changes
Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
Enhancers are on a 1000 point scale - the higher the number the better.
The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
Stims can modify your health ~10%. You can’t use your stims to heal someone else.







Just some stuff that will effect us... so...what do you think?




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
djpringle
Fri Mar 18, 2005 5:37 pm
#2

Hmmm, I like the move away from big buffs as I haven't been a fan of them. Not sure about the stimulant packs but I guess it could be a money earner for medics



--------------------------------------------

Haldar Ricks; Former Carbineer, Doctor, Marksman, Commando and all round good egg

Allianna Ricks; A proud member of the TUA Space crafting consortium

The Beginners Guide For Traders - A quality guide!!

MyT_Chicken
Fri Mar 18, 2005 6:01 pm
#3

I'm still trying to soak it in, but I'm a little upset right now, so I wont comment further then that until I can get a cool head.




h Egri p
§ If you don't know; you'll find out soon enough! §

Skurr
Fri Mar 18, 2005 6:36 pm
#4

Lol I guess we wont have to argue about AFK buffers any more Myt....lol



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

vortexala
Fri Mar 18, 2005 9:12 pm
#5






MyT_Chicken wrote:

I'm still trying to soak it in, but I'm a little upset right now, so I wont comment further then that until I can get a cool head.






Take some time to let it sink in...then come back and post with both barrels blazing. A lot of us did over on the CU forums, would hate to think we were the only ones



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
MyT_Chicken
Fri Mar 18, 2005 9:23 pm
#6






Skurr wrote:
Lol I guess we wont have to argue about AFK buffers any more Myt....lol




This is true. Sorry about that BTW.





vortexala wrote:





MyT_Chicken wrote:

I'm still trying to soak it in, but I'm a little upset right now, so I wont comment further then that until I can get a cool head.






Take some time to let it sink in...then come back and post with both barrels blazing. A lot of us did over on the CU forums, would hate to think we were the only ones




I will, I'm gonna take a few more and think about how to put my brain into words. Will get back





h Egri p
§ If you don't know; you'll find out soon enough! §

Obata
Fri Mar 18, 2005 11:24 pm
#7






MyT_Chicken wrote:






Skurr wrote:
Lol I guess we wont have to argue about AFK buffers any more Myt....lol




This is true. Sorry about that BTW.





vortexala wrote:





MyT_Chicken wrote:

I'm still trying to soak it in, but I'm a little upset right now, so I wont comment further then that until I can get a cool head.






Take some time to let it sink in...then come back and post with both barrels blazing. A lot of us did over on the CU forums, would hate to think we were the only ones




I will, I'm gonna take a few more and think about how to put my brain into words. Will get back







We went through that too.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Volcanus
Sat Mar 19, 2005 8:07 am
#8

i have a master doc alt myself.

And I think this is for the better of all classes.
I mean, as it is now its just way too much downtime because you need a buff to do participate in mid to high end pve and most certainly pvp.

buffs are way to high atm, so removing the need for buffs will be a huge improvement, buffs shouldnt be a necessity, but rather a nice bonus or a "lil extra" that helps you.
I8TheWorm
Sat Mar 19, 2005 11:27 am
#9



Volcanus wrote:
i have a master doc alt myself.

And I think this is for the better of all classes.
I mean, as it is now its just way too much downtime because you need a buff to do participate in mid to high end pve and most certainly pvp.

buffs are way to high atm, so removing the need for buffs will be a huge improvement, buffs shouldnt be a necessity, but rather a nice bonus or a "lil extra" that helps you.




/agreed

It also seems that, with the notion of mobs also getting some changes, that docs will be needed in the field more than outside the Coronet starport. However, isn't that what combat medics are for?

I'm sure there's some more info that the alpha testers have already seen, but all of that is subject to change. I'll just patiently wait until we know more for certain.



Rimy the Shrubber

XFire userid = i8theworm


"It is better to sit in silence and appear ignorant, than to open your mouth and remove all doubt." -- Mark Twain

Meretseger
Sat Mar 19, 2005 1:11 pm
#10

Definately need to sit back and take a long think about what has happened




--------------------------------------------------------------------------
"Live life to the fullest, moderation is for Monks"
***EX-MEDIC CORRESPONDENT***

VanBoaru
Sat Mar 19, 2005 3:50 pm
#11

I think all of it is good except for the fact that stims can only heal yourself. Shoudlnt crafting them be given to artisans then?



-Van'Boaru : Carbineer, Privateer, crafting skills to be decided.
Jagii
Sat Mar 19, 2005 5:05 pm
#12

I don't think that anybody will be able to give good feedback until we hammer out the unresolved issues.

1.) It is said that only health wounds will remain. Does that mean wounds to the health regeneration rate as well?

2.) Novice medics: income and experience feasibility. Will novice medics have access to stimpacks which are powerful enough to compete with self-use stims? Should I assume that the wind-up, execution, and cooldown times for stims will be significantly longer than the times for medic stimpacks? Any plans for medic missions?
- "Stims are one shot consumables that require no skill boxes to use. The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)"
According to this quote, one might infer that a low-level medic will be inferior to an elite combat player who has access to high-level stims.

3.) Action and mind pools. Will doctors and combat medics be able to affect these pools at all?

4.) Enhancers. I need a lot of clarification here:
"Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers. Enhancers are on a 1000 point scale - the higher the number the better. The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%."
- Does that mean doctors will enhance their own abilities with enhancers, or enhance the abilities of others?
- This 20% effect - what exactly is it? Does it heal damage, increase the health pool, or increase the health regeneration rate, or something completely different?

5.) How does battle fatigue work? I would assume it would work similar to how it works now for health, but does it affect the action pool, mind pool, and/or their regeneration rates?

6.) How are the resource requirements? Will a novice medic have trouble attaining the resources needed for his/her medicines? In terms of resource availability, will medics be encouraged to make stims or stimpacks?

And I'm sure you can all see how many more questions one could come up with.

As for my personal opinion, it all sounds so-so for an established medic/doctor/combat medic. New medics don't seem to be any better off than they are now, perhaps even worse. But the severe lack of information and the extreme ambiguity of everything makes it all impossible to comprehend. I'm not too worried about combat medics since the new system seems to allow for a lot of possibilities on their end, but as for those who are looking forward to peacetime medicine, it seems like they get the shaft when it comes to content.
- Peaceful crafting: There are new stims (and "enhancers?"). But, as far as I can tell, there are fewer buff packs and wound packs. I can't say anything about states or poison/disease packs, since there was no mention of them in the document.
- Peaceful healing: Damage healing has never been a big thing outside of actual combat, so I don't expect that. Wound healing makes up the bulk of peaceful healing, yet it appears to be getting a "nerf," so to speak. The only other kind of healing one occassionally sees during peace is disease healing.

Well those are my thoughts. I must iterate again...we need more information before we can actually give any useful feedback.

= Andrew
Chilastra.Palacek

Message Edited by Jagii on 03-19-2005 04:07 PM



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Meretseger
Sat Mar 19, 2005 9:49 pm
#13

Okay, doing my best to answer all your questions, I hope that i got them all right, having about ten different documents to go over and hunting down several changes, I hope that the information is still accurate Much of the details are still locked up and also there is a lot of information that just hasn't been made available until the CU is opened to the alpha team, also I would add that everything can be changed dramatically so nothing set in stone..







Jagii wrote:
I don't think that anybody will be able to give good feedback until we hammer out the unresolved issues.

1.) It is said that only health wounds will remain. Does that mean wounds to the health regeneration rate as well?


Only the Health bar would be gainingin wound damage, all other pools and regenaration rates be uneffected.

2.) Novice medics: income and experience feasibility. Will novice medics have access to stimpacks which are powerful enough to compete with self-use stims? Should I assume that the wind-up, execution, and cooldown times for stims will be significantly longer than the times for medic stimpacks? Any plans for medic missions?
- "Stims are one shot consumables that require no skill boxes to use. The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)"
According to this quote, one might infer that a low-level medic will be inferior to an elite combat player who has access to high-level stims.


Medics, like the Doctors will be able to heal and help players without the need of the use of Stims, medical profession healingshould be considerable more powerful and faster then the use of the stimpacks, which are more for lone players out in the wild or caught unprepared.


Income wise, it's possible for a Medic to sell low level stims and components, but this won't be a mainstay of income, the system leaning towards getting people into groups and working together for income, effectively removing the need for medics to carry bulk materials to keep them working and have more fun joining with others easier.


There is still an effort to have medical mission terminals included as a form of income source and small XP gain but there has been no farther word on this.



3.) Action and mind pools. Will doctors and combat medics be able to affect these pools at all?


Doctors will have the ablity to continue buffing the health, action and mind pools

4.) Enhancers. I need a lot of clarification here:
"Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers. Enhancers are on a 1000 point scale - the higher the number the better. The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%."
- Does that mean doctors will enhance their own abilities with enhancers, or enhance the abilities of others?
- This 20% effect - what exactly is it? Does it heal damage, increase the health pool, or increase the health regeneration rate, or something completely different?


The enhancer packs that can be gotten from the Bio Engineers will enhance the skills of the doctor's ablities, granting them more effective damage healing. I assume the packs will be used by all three healing professions. Enhancement of other ablities would depend on testing and released information.

5.) How does battle fatigue work? I would assume it would work similar to how it works now for health, but does it affect the action pool, mind pool, and/or their regeneration rates?


Battle fatigue will no longer limit the skills of the healing profession, farther details on BF and/if it's effectsis still under discussion with the entertainers profession in the CU, which I not believe has been release yet.



6.) How are the resource requirements? Will a novice medic have trouble attaining the resources needed for his/her medicines? In terms of resource availability, will medics be encouraged to make stims or stimpacks?


All resource requirements for the medic profession crafting would be general type, fairly easy to be gained in the developed communities. The crafting line in medic would be very similiar to what medics can already craft, but streamlined with the removal of unrequired items. Medics will be able to craft self-use stims which can be sold, but would be at a lower power then that made by more advanced profession.



And I'm sure you can all see how many more questions one could come up with.

As for my personal opinion, it all sounds so-so for an established medic/doctor/combat medic. New medics don't seem to be any better off than they are now, perhaps even worse. But the severe lack of information and the extreme ambiguity of everything makes it all impossible to comprehend. I'm not too worried about combat medics since the new system seems to allow for a lot of possibilities on their end, but as for those who are looking forward to peacetime medicine, it seems like they get the shaft when it comes to content.
- Peaceful crafting: There are new stims (and "enhancers?"). But, as far as I can tell, there are fewer buff packs and wound packs. I can't say anything about states or poison/disease packs, since there was no mention of them in the document.
- Peaceful healing: Damage healing has never been a big thing outside of actual combat, so I don't expect that. Wound healing makes up the bulk of peaceful healing, yet it appears to be getting a "nerf," so to speak. The only other kind of healing one occassionally sees during peace is disease healing.

Well those are my thoughts. I must iterate again...we need more information before we can actually give any useful feedback.

= Andrew
Chilastra.Palacek





The medical profession in combat at the moment had been generally circumvented by the use of high buffs and regens that made in battle healing almost pointless and the ablity for combat players to only require novice medic to be able to use powerful stims to make up what damage was taken, allowing the fighting of high end creatures alone unaided. With the new set up, it would become more helpful for people to form up small combat bands to hunt as a team, each assisting and gaining together.


Unfortunely it also means a lot of sacifice has been brought in to make the game overall more challaging in an enjoyable format for all players. With the reduction of craftable items we no longer be required to carry about as a bonus, wewould now havepeople no longer been hampered by massive wounds that occur which was limiting them from their gameplay,effectively meaningmedics would be needed more in the field to gain alot oftheir experience,but clamping down alot on the overnightmacro completing of the profession.






--------------------------------------------------------------------------
"Live life to the fullest, moderation is for Monks"
***EX-MEDIC CORRESPONDENT***

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