Medic Archive

Thread: Mind Damage: How to make it healable without abuse

Kiljoy001
Mon Sep 08, 2003 10:01 am
#1

Somewhere on the boards, one of the devs had said tha medic were originaly designed to heal mind damage to. They said it was taken out because the potential for abuse was too great...but I have some suggestions on how to go about reintroducing it. First and foremost, medics (or other medical professions) should never have the providence of healing mind woundsfixing up your mind wounds belong to the entertainers and entertainers alone... that being said let's get on with it:


Method 1)


Mind wounds. Have the medic heal mind damage but at amind wound to minddamage ratio: one to one for himself and a reasonable ratio for others, based on skill.


Method 2)


Make it a high level item. Make it an item with a hard to obtain ingredient(s), have a low stack size, high degree of skill to use.


Method 3)


Make it a limited schematic. Make that a schematic drops and only so many can be made with the aid of a factory.


And of course you could make all this in to a combonation such as:


A high level item that gives mind wound damage and requires rare resources.


etc. Just trying to get some ideas: feel free to add or debate


Pecos
Mon Sep 08, 2003 11:15 am
#2

Meh.


I think it should be a skill like First Aid. Subtract 100 mind pool from the medic and give 100 mind pool to the target. Totally unabusable.


And then reduce the damage that the mind pool tends to take. Remove eyeshot, remove headshot, remove mind poisons. Maybe allow the mind DOT's to exist in a lesser capacity but have First Aid use action rather than mind to cure it. Change the combat mechanics so that random hits go against health 45% of the time, action 45% of the time and mind 5% of the time, and all mind hits are automatically for half the usual damage.


Renascor
Mon Sep 08, 2003 11:59 am
#3

Pecos,


Wouldn't the problem with that be unlimited xp for medic to medic healing? Medic 1 heals medic 2...medic2 heals medic 1...ad infinitum.






Renascor Aerius
Pecos
Mon Sep 08, 2003 1:25 pm
#4

Just make it worth 0 XP.


There's so many other cheap ways to gain doctor XP, it doesn't really matter.


Kiljoy001
Mon Sep 08, 2003 4:17 pm
#5






Renascor wrote:

Pecos,


Wouldn't the problem with that be unlimited xp for medic to medic healing? Medic 1 heals medic 2...medic2 heals medic 1...ad infinitum.









This why I want medics to be given mind wounds, the pool will wear out instead of being the same as before.
Todds523
Mon Sep 08, 2003 5:17 pm
#6

i hope you were joking about the remove head shot and eyeshot. one, you would barely ever need to heal that because you hit that spot the least, 2 what would the rifleman do? 3 taking out the mind poisons would screw the rifleman/combat medics. 1 and 3 were kind of the same but oh well.



____________________________________
people who have signatures here are stupid
Niles2828
Wed Sep 10, 2003 5:33 am
#7

Why don't we just save us all a lot of trouble and skip to what we all obviously want:


Just make the medic class invincible.


The medic class never takes damage, can never be incapacitated or slain.


That's what everyone seems to want. MEDICS SHOULD NOT HEAL MIND DAMAGE. One part of being an efficient medic in the field is using your mind points efficiently. If you could just gain them back at will (even at the cost of mind wounds), it would be way to easy.


Also, I don't like the "heal mind damage/get mind wound" idea. Tenddamage already uses that idea. I think entertainers should be able to heal mind damage.




Sunrunner: Cypherr Lydell - Master Doctor, Master Combat Medic
Valcyn: Jadan Vekkar - Master Merchant, Creature Handler,
owner of Jadan Vekkar Vendors (Theed, -3500, 5575)
For latest vendor updates, join the newsletter! To subscribe, send a mail to Jadan
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Zarlor
Wed Sep 10, 2003 10:48 am
#8

And how would giving Medics some form of mind heal make them invincible? If you are invincible soley because you can use a Stim D or E on yourself in combat, then something is seriously wrong with the way the other character is trying to kill you. Knockdowns will prevent you from any healing action, period. Mind wounds would still be a bane to a medic.Healing takes longer to accomplish than multiple attacks take to get off AND the medic can heal ANYONE. So they are not strictly a benefit for themself. Put up a Master Medic/Novice Marksman up against a Master Marksman/Novice Medic (even with some basic form of mind heal) and really see if that Master Medic wins the day. That Marksman, especially if they are prepared with some nice Stim Bs, will eat that Medic alive in no time flat.


Now there might be an argument at Doc level, but even that one is flawed. The idea being a Doc buffs themself (even if they got something like Mind Buff, oooohhhh horrors) and they would not be invincible. Hmm... Ok how about this. Master Doc, buffed up, whio is also Master Pistoleer up against some similar skill point character, like a Bounty Hunter with some Medic skills. Who wins? The Doc because they regen too fast? Maybe. Just maybe. But what's to prevent that BH from getting a Buff before going out to that fight? Oll of a sudden they are both buffed, so now who wins?


The fallacy in these areguments is what the Medic or Doc can do for themself isn't taking into account that the Medic or Doc not only can, but probably does, provide these seme benefits to others, which makes those others so far superior to a Medic or Doc in the same situation because they didn't have to spend all those skill points to get those benefits. Somebody just walked up and gave it to them to add on to whatever abilities they already had. Sure a Doc or Medic can make themselves better by curing and/or enhancing themselves, but they can also do it to others and that is a very important distinction, IMHO.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
PSchirf
Thu Sep 11, 2003 11:23 am
#9

Make dancers and musicians (but not general entertainers) able to heal mind damage in the field, but make the heal require the target to be sitting andgrouped with the dancer / musician. Also, prevent the mind healing ability from working on ones self.



|=o=| [=o=] |=o=|
Shamera Kye, Tempest
Mayor of Kosatsu Falls (Metropolis), North of the Dantooine Jedi Temple
Niles2828
Fri Sep 12, 2003 5:55 am
#10

As I said before (which I now must obviously repeat), the important thing about being a field medic is managing your mind pool points effectively. If you run out of mind points, you can heal your groupmates, which means you and your groupmates all die.


Let's say medics have the ability to heal mind damage, even in the spirit of using it to heal other's mind damage. They would still be able to heal their own mind damage. So here it goes:


Heal, Heal, Heal Heal..... uh oh, I'm out of mind points. I can't heal anymore....Mind Heal! Oh good! Now I can heal again! Heal Heal Heal Heal..... I'm out again. Mind heal! Yay! Endless healing!


See the problem? All it turns into is a contest of who has the most meds in their inventory. There is no challenge left. If you want a game with no challenge (I can't believe I'm saying this AGAIN), go play Candyland.



Oh, and by the way, for those of you who want to respond with "Well, what if the medics couldn't heal their own mind damage?"


What's to stop 2 medics from grouping together and healing each other's mind?




Sunrunner: Cypherr Lydell - Master Doctor, Master Combat Medic
Valcyn: Jadan Vekkar - Master Merchant, Creature Handler,
owner of Jadan Vekkar Vendors (Theed, -3500, 5575)
For latest vendor updates, join the newsletter! To subscribe, send a mail to Jadan
with "subscribe" as the subject.
Moshi-Eclipse
Fri Sep 12, 2003 6:59 am
#11

i am a master doctor, there's my credibility.



Mind healing is a joke. if you want to have a mind pool 300 wide then don't be a medic. don't whine "I ran out of mind :-( - **edit**ing devs" just accept that maybe yer not medic material... as an MD i sacrificed health/action all 6 pools are at the lowest to give me the most mind. if you are worth your weight in bantha feces as a medic then you know that you don't need to have huge secondaries cause you can... (drumroll) HEAL THEM. if you increase your mind pool, your willpower, your focus, it will TAKE LESS to heal and REGENERATE FASTER when you do heal. I can fully buff like 5 people (168 mind per buff, 6 buffs per person 30 total buffs at 168 mind = 5040) with my little 1k mind pool. I'm a trandoshan. We do not think a lot. Imagine if I were Zabrak or Mon Calamari. Stop whining. If you can't handle being a medic, then surrender the skill.




/check
/faint
/Moshi
Zarlor
Fri Sep 12, 2003 10:26 am
#12

First off we are not talking about Medic Mind pool, per se. If you were strictly a Trando brawler and migrated everything out of mind, as character creation of a Trando brawler would suggest you do with the default migration for that template at character creation, you wouldn't stand a chance. You go down to mind all the time.


So now you are also asking all the other prfessions and races fo the game who are NOT medics to migrate everything into mind. ANything sound wrong wtih that picture?


As for running oout mind, if you did, how would you have the mind left to heal your won mind?


I think a Mind heal should NOT be as strong as the regular heals. Mind damaging classes will need to be improved and other balance issues looked into. Don't assume we mean we need a mind heal just to ignore all the other issues that are entailed. Most of us are VERYY familiar with those issues and believe they will need to be addressed if mind healing is at all implemented.


Finally for the two medics healing each other.... as I mentioned above, What do you think we do now for those who use H/A specials? Wow, and entertainer can flourish forever with a Medic around. Is that an exploit or a design choice? Same with letting a pistoleer or carbineer special forever, but preventing a rifleman from doing so ('cause we can't heal the mind their specials use.)


There are timing issues of how often you can get a heal off and the simple fact that having a low mind (or any other pool for that matter) at any point in time can make you an easy target to drop with the right special (that's what they are there for, after all.)


It's a complex issue, but one,I think, NEEDS to be addressed.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kiljoy001
Fri Sep 12, 2003 1:11 pm
#13






Niles2828 wrote:

Why don't we just save us all a lot of trouble and skip to what we all obviously want:


Just make the medic class invincible.


The medic class never takes damage, can never be incapacitated or slain.


That's what everyone seems to want. MEDICS SHOULD NOT HEAL MIND DAMAGE. One part of being an efficient medic in the field is using your mind points efficiently. If you could just gain them back at will (even at the cost of mind wounds), it would be way to easy.


Also, I don't like the "heal mind damage/get mind wound" idea. Tenddamage already uses that idea. I think entertainers should be able to heal mind damage.






Your so called invinciblity, is just over reaching. Medics were designed to heal mind damage originaly. Some one was short sighted and they could not agree/figure out, a way prevent obvious abuse (infinte loop exploitation). If anything this my solution seems the easiest while giving the ablity to heal that damage, as of right now, a critical factor in a large combat situation. Having the rifleman posse about pop your head off is nasty, not being able to get up before a db is annoying.
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