Medic Archive

Thread: Medic Slice of Holo's reamining correspondant issue thread.

Traigus
Sun Aug 24, 2003 4:41 pm
#1

oops dumping this thread for one without typos in the title =/

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Traigus
Mon Aug 25, 2003 12:50 am
#2

Sorry I'm late reposting this... had a few RL issues.. and I had expected them tio post it themselves.. like they did with other professions...

We got lumped with a bunch of other people in 1 big thread on the discussion board.

I am generally dissapointed in the way this has all turned out... as are many other people. I really would have liked a point by point on our actual list.

As a warning... these are badly written... there are a lot of loose words in here. They could mean anything. There are several mentions of "ranged stims" in a few places where "normal stims" also fit... and there is a big mystery of /healmind... which may be implimented on the dev's server (not TC)... to see if it is too exploitable... also please note we will not be getting any of these really soon (see first line). The answers themselves are not too bad...

Parenthetical (these comments) comments are mine.
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Healing tasks that aren’t making it in this update, but are on the list as high priorities:

·Look into making healing go into the combat queue 100%.
(yay)

·Investigate /healmind within standard stimpack range and given the error "No Valid Medicine Found" when you have plenty of ranged stimpacks.
(err? general issue... not just with /healmind (huh?) and ranged stims.)

·Investigate making disease packs more useful.
(ok)

·Investigate making /medicalforage more useful.
(yay)

Medic/Doctor

·Add smarter find medicine code.
(this seems to mean macros yanking random stims and inventory issues)

·Make disease packs instigate combat.
(good)

·There was a request to investigate /healmind within standard stimpack range giving the error "No Valid Medicine Found" when you have plenty of ranged stimpacks. This is fixed.
(err ? general issue also a reprint of issue higher up on list.. but now listed as fixed).

Combat Medic

Combat Medic is losing out in this update, I fear. The top thing that we see to do is to investigate making CM Support line more useful.

The manual mentions terrain negotiation. We’re adding some terrain negotiation and also burst run efficiency.

(yay)...


(There have already been some fixes to components and AE/ranged packs for CMs...as well as crafting changes. (Not that CM's don't need more work).


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Ok, torches are stacked to the right, pitchforks to the left.


Ready!
Set!
Rant!


-T

(dives under a table)



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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