Scout Archive
Thread: Survival lineup. Recommended improvements.
Our scout line has a branch called Survival... This is relativly useless since all it is for is camping.
This line up needs more Survival related skills.
Organic stims: Humanoid only, Stim A and a B series only. These heal in the same range as the medic stims but only work for PC's. Stim A granted at Survival 1, and B at Survival 4.
Organic Disease packs: Again survivalists would spend long periods of time out in the wilderness. We need some way to treat and slow disease. not cure it, but simply treat it.
Cotterizor pack: (can't spell.) Some pack to slow and stop bleeding. Or a treatment method for that. Being out in the wilderness means we're gonna bleed at some point, we need to know how to stop bleeding or we're a failure of a survivalist.
Wound Packs: Something that can heal wounds on a small base. Same power as a Woundpack A from medic. Nothing exuberant since we're not medics or doctors.
Now I know I'm close to Master BH, but that also means I am a Master scout and have been so for a very long time now. So I am as much a part of the scout world as I am of the combat world.
Devir,
I think its best if we view Survival as less "not dying" and more "being able to live off the land, without a need to visita city".
People who like to camp and hike prefer to be called "survivalists" today, not "campers".
Your ideas are good, but I'm afraid that they infringe a bit on the medic, doctor and combat medic professions. If we were to get them, we wouldn't need any of those three professions, and the devs have stated on prior occasions that they want to create as much interdependence in the professions as possible.
But keep the ideas coming. I'll add those tomy list, but I've got the feeling that I know what they'll say. ![]()
B
Yeah well Garbage men also want to be called "Sanitation Engineers" but they're still garbage men. Campers, regardless of what you call them, are still Campers.. they go to a state park, staffed by Rangers, they bring SUV's and campers... Some of the daring or less financially fortunate are stuck with tents... There is no real "survival" in packing up a tent, with food and a gas grill and all the other ammenities that theese "Survivalists" bring with them. They are in fact just campers who want to sound bold and daring and pick up chicks.. Hikers can fall into Survivalist category if they get trapped under a rock and gnaw off their own arm to free themselves.
The suggestions I brought up will not necissarily infringe on doctors or even medics. I made sure of that...
Doctors Stim packs heal everything. I suggested making our stims heal PC only. Maybe only a self heal. Not even super powerful. Stim B strength at the most. Perhaps even make them Like BE pet stim packs they heal at face value, nothing more, nothing less.
Doctors Cure disease.. I suggested simply slowing the disease.. Enough so they we potentially can survive for a doctor to heal us.
Doctors Have these really really good Buffs... I did not ask for buffs.
Doctors have wound packs that can do 200-400+ wounds in a single shot.. I asked for a wound pack A that does 16 at best.
Survival means foraging for food. setting up shelter. treating wounds and injuries. Healing... being resourcefull and dependant on yourself. Rangers should get even better ways to heal. But I'm not, and never will be a ranger.
I do believe though you did not fully read my post. perhaps only the bolded letters and judged the post far too quickly.. I do request that you read it a littlemore thouroughlyinstead of jumping to conclusions. Scouts will still need Medics and Doctors.. even with my suggestions. I also suggested pushing these stims higher in the skill tree as well.
Healing during combat should always be left up to the Doctors and Medics still. If you ever played EQ which I highly doubt... Druids, shamen and other classes could heal... But you would always take a cleric of the same level over a Druid or Shamen hands down... Same philosophy here..
Devir wrote:
The suggestions I brought up will not necissarily infringe on doctors or even medics. I made sure of that...
Doctors Stim packs heal everything. I suggested making our stims heal PC only. Maybe only a self heal. Not even super powerful. Stim B strength at the most. Perhaps even make them Like BE pet stim packs they heal at face value, nothing more, nothing less.
But, don't you think the Medical community would throw a fit over this? This infringes on their monkey
making opportunties. If scouts (namley BHs,Rangers and SLs) can all produce their own stim-b like substance then that'sthree elite professions that won't need their services. It should be enought that camps heal really well when inside of them. IMO.
Doctors Cure disease.. I suggested simply slowing the disease.. Enough so they we potentially can survive for a doctor to heal us.
I don't have enough experience with diseases to comment on this. I've never been diseased by a critter. I've been bleed by NPC imps, which I can treat with First Aid II. But, never diseased.
Doctors have wound packs that can do 200-400+ wounds in a single shot.. I asked for a wound pack A that does 16 at best.
See comments above about stim bs.
Survival means foraging for food. setting up shelter. treating wounds and injuries. Healing... being resourcefull and dependant on yourself. Rangers should get even better ways to heal. But I'm not, and never will be a ranger.
Healing should be handled by the medic fields. There shouldn't be much of an overlap, IMO. This is part of building your character. For example, looking at your template. You decided you'd rather handle a creature than heal yourself efficiently in battle. I on the other hand will be building a BH 0/0/4/4, a Medic 3/1/4/1 and a Ranger 0/4/0/0. I don't have the luxary of sending a narglatch to do my bidding but I'll be able to use stim ds during battle and have the best camp for healing.
I do believe though you did not fully read my post. perhaps only the bolded letters and judged the post far too quickly.. I do request that you read it a littlemore thouroughlyinstead of jumping to conclusions. Scouts will still need Medics and Doctors.. even with my suggestions. I also suggested pushing these stims higher in the skill tree as well.
We read your post. It really just seems to infringe on the medical community. The way you describe the organic stim b sounds too much like a regular stim b.
Healing during combat should always be left up to the Doctors and Medics still. If you ever played EQ which I highly doubt... Druids, shamen and other classes could heal... But you would always take a cleric of the same level over a Druid or Shamen hands down... Same philosophy here..
I've never played EQ. But, that has nothing to do with anything related to SWG. You tailor your character to meet your needs in SWG. If you want to have a pet tank for your BH you dabble in CH. If you feel that healing is more important you pick up some medic skills. There has to be a trade off.
I feel that being able to slowly heal wounds while in camp and regen HAM damage faster is fair and it doesn't negate the need to buy stim bs from medics who's income depends on making and selling stim packs.
I think the Survival is fine the way it is. Just my two cents.