Ranger Archive

Thread: Do we have anything about healing ourselves?

CapnKill
Tue Jan 20, 2004 5:16 pm
#1

I don't remember if we do or not.... but I would like nothing more then to free up those novice medic skill points .. As masters of the outdoors it seems that we should be able to heal ourselves either w/ a basic stim pack, or by contructing our own ranger stim pack... has this been mentioned?

VicTemuvluv
Tue Jan 20, 2004 5:49 pm
#2

/agree. We have the /forage ability; why not give us the ability to heal ourselves when foraging. It may be difficult to make a specialized Ranger schematic for an herbal heal (take a few foraged items (of any type) and make something similar to a Stim A.) But, why not simply give a minor HAM heal to a Ranger any time he forages 2 or 3 items? Or is in a camp and forages. Or heck, any time a Ranger bothers to throw a Ranger trap, heal 'em just for trying!


Lastly, the foragable items usually have some smallbuff. Why not make it so that when a Ranger eats/drinks a foraged item, they get the buff, AND they get an equivalent amount of HAM healing? The healing effect only appliesif the consumer is aRanger; no changing the foraged items code. I might actually forage occasionally if there was a chance at me getting +300 in a couple pools. (Is that the Flur-something-Onion? I forget what the stats are on these things cause I almost never forage.)


I have seen requests to add some useful foraged items, but this also may be a difficult thing for the Devs to add.




Vic Temuvlov,

Zabrak Master TKA, Track-only Ranger
Naboo, Eclipse
NRaas
Tue Jan 20, 2004 5:59 pm
#3

"Why not make it so that when a Ranger eats/drinks a foraged item, they get the buff, AND they get an equivalent amount of HAM healing?"


Actually, since the current value of the affected HAM increases when you use food, that is what happens now.


The problem is that the effect of most foraged items is measured in small values (25-100)...



  • Not very effective healing per use.




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Calculus_Entropy
Tue Jan 20, 2004 8:14 pm
#4

The only ranger that should heal is one wtih novice medic. Remember howmany of usfeel about BH gettin tracking and traps?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
eelektrik
Tue Jan 20, 2004 8:48 pm
#5

But, being a master outdoorsman, a Ranger should be able to heal themselves somewhat, minor wound healing or stop bleeding with a bandage, probably done while in a camp. Very simple stuff that doesnt encroach on the Medic and Doctor's territory, but helps the lone ranger out in the wild.
NRaas
Tue Jan 20, 2004 9:12 pm
#6

"while in a camp. Very simple stuff that doesnt encroach on the Medic and Doctor's territory"


Anything having to do with healing will encroach on the Medic profession... That is all they do.





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VicTemuvluv
Tue Jan 20, 2004 9:52 pm
#7

I think that if the heal is low enough (stim-A level or less), it wouldn't hurt medics too bad. I guessmy thought is thatRangers could be less dependent on other professions than anyone else. TKA gets wound healing (on self), which also encroaches on medic professions, and I think that's more damaging than a weak heal.


(My real goal is to get all the medicabilities without having ANY medic skills! And Force Lightning!


You're right about the +25 on the forages...I got a bunch of those today. And you can only eat one thing everyfew mins. So I'll code the change as 4 * (buff amount).




Vic Temuvlov,

Zabrak Master TKA, Track-only Ranger
Naboo, Eclipse
NRaas
Tue Jan 20, 2004 9:56 pm
#8

"TKA gets wound healing (on self), which also encroaches on medic professions, and I think that's more damaging than a weak heal."


Ah, but /meditate has highly limiting, considering it can not be used in combat.


We are provided the healing modifier in camps that has the same effect (albiet "slightly slower).





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eelektrik
Wed Jan 21, 2004 12:29 am
#9






NRaas wrote:

"TKA gets wound healing (on self), which also encroaches on medic professions, and I think that's more damaging than a weak heal."


Ah, but /meditate has highly limiting, considering it can not be used in combat.


We are provided the healing modifier in camps that has the same effect (albiet "slightly slower).





Yes, but thats what Im suggesting as well, since it would have to be out of combat to do it in a camp, at least the way camping currently is, they cant be up while you fight. Im talking verysmall wound heals, like, 10 wounds or less, long timer...or bandages that can stop bleeding...and you cant use them in combat. Id still rather have a full on Medic with me, or have medic skills if I really want to heal myself, but having a little bit of healing wouldnt hurt, since Rangers should be the most self suffecient class when out in the wild, perhaps even a small amount of battle fatigue healing, even if it takes a long time. Ranger needs to be more versatile then it currently is. While they should have the best tracking and stealth skills, they should also be a sort of jack of all trades, a little healing, a few combat bonuses, and like I mentioned in another thread, a little cooking too. A novice medic should still heal better, but Rangers should have some healing, even if it doesnt do much and takes a reallylong time to fully heal.
Svengali666
Wed Jan 21, 2004 2:12 am
#10

Lke Nraas mentioned above lets just may the foraged items a bit more potent so that they are more of a fix quick while in the field while in danger. But for substantial long term healing we need to sit in our camp (which hopefully the healing modifier is upped a bit on) or go in town and do what we need to do.


We dont need to hurt Medics while making us a bit better.






Svengali - Master Ranger/ Master Bar-Hopper - Coming soon to a server near you
"Using a key to gouge expletives on another's vehicle is a sign of trust and friendship."
You don't own space, so stop acting like you do.
JBMat
Wed Jan 21, 2004 4:58 am
#11

I agree with Calculus. Healing with stims, making stims= Medic. Leave it alone and don't encroach.


Spend the 15 pts, 18 actually if you want stim Bs. Best investment in the game. And I am still a triple master - Scout, Ranger and Pistoleer and have one skill point left.


I do agree that foraging is borked and needs fixed. What rare items?


Until then, use your camps for healing, the last use for them left. /sigh


JB


WarFerret
Wed Jan 21, 2004 6:02 am
#12

Foraged items should just boost secondaries, or in fact camp should boost secondaries to heal damage, healing wounds should be slow, like a hospital, if you're in a camp, so a ranger could heal himself over time faster than a non ranger, but instant heals in combat should be solely the preserve of the medic classes.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
NRaas
Wed Jan 21, 2004 8:21 am
#13

"I do agree that foraging is borked and needs fixed. What rare items?"


Anyone else get the sneaking suspicion that "rare items" just means more powerful herbs?




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