Marx
21-07-04, 19:57
Alright, everyone who frequents the forums know I'm one of those anti-PPU necessity folk, while its nice to have them, they shouldn't be the say all be all of wasteland survival.
I propose a new dexterity based skill, called support. It would have several purposes, so I'll just list 'em out.
1.) Persons with 'Support' skills can make drugs, even the illegal kind. Of course, they will need to have a blueprint of the drug item. They can use the medical substances to build the drugs by using a special tool called a "Chemical Nano-processor".
The TL will determine the recipe of the drug, while the player skill could determine the amount produced.
1a.) New drugs would be introduced, varying potions would be added, and use of more than 5 drugs at a time will cause most certain doom for the player who took the drugs. This will cut down on people uberfying themselves through drugs, and will also bring back that element of risk to using drugs.
1b.) Failed drug build attempts will not simply stop and produce nothing - it will produce bad drugs. These drugs, when taken will do random things... Sometimes good, more often bad. This would also allow players to take joy in experimenting, because we know alot of people would.
2.) Another new set of tools specifcally for healing would be added. This could be done several ways, I prefer the earlier idea outlined by moi, and the more recent one outlined by Glok.
Create five types of medic kits. Imagine this:
First Reponder Bag: TL 10, when capped it would provide the equivalent to a capped TL 3 heal (105 / 15sec).
Trauma Kit: TL 32, when capped it would provide the healing equivalent (i'd prefer a wee bit higher) to a capped TL 15 heal group (120ish / 15 sec)
Paramedic Bag: TL 60, when capped it would provide the healing equivalent to a capped TL 52 blessed heal (315 / 15 sec) - Can also provide anti-poison treatment.
Portable ICU kit (PICUK): TL 90, when capped it would provide the healing equivalent to a capped TL 85 holy heal (450 / 15 sec) - can also provide anti-poison treatment.
Field Doctor Bag (RARE MED PACK): Figure it would be around TL 90ish, maybe a wee bit higher. Would make for a better heal than the PICUK, but would also be able to be used to raise the dead! Can also provide anti-poison treatment.
Ok, a pretty simple idea. Medic needles of various types. I figure 3 types for a start:
1) TL35) Heals target player for 150 Health
2) TL52) Resurrects target player
3) TL90) Resurrects and restores 150 Health to target player2a.) I would say that it would have a damage stat like weapons, and the more skill, obviously the better the heal, etc. This would make a person who has alot of support skill desirable - granted not neccesarily for OP wars, but more definately for hunting.
Both of these items would have limited range, think poking. They would also become widely used among spies and tanks. PE's can also do it, but would generally have to become a pure support class.
2b.) Make there be some sort of benefit between implanting and 'Support'. Just like the connection between hack and remote control, I think it would be a common sensical relationship. A person who knows how to imp will no doubt have at least some basic knowledge of medicine. A person with an advanced knowledge in medicine will obviously have some idea about implanting.
---
In the end, what will this accomplish?
Eliminate the absolute neccesity of the PPU for daily actions.
Make sense, how does a ball of light fix someones wounds?
Make for more varied combat and hunting setups
Create a new tradeskill
Stimulate production and trafficking of legal and illegal narcotics
Give players something to do (experiement with drugs :) )
Prevent people from taking advantage of drugs with little to no risk
Create a new class of support players
Thoughts, feelings, ideas?
/edit - Going to quote pertinent questions and responses here so that those people who pop in on page X without reading the thread don't think that what they thought is a new and or unique problem after its already been dealt with.
Yep, absolutely 5 stars idea.
Some quick questions:
1- Will these supporters be able to use this skill on themselves?
2- Is this skill supposed to have a process time (cast time)?
3- Regarding the drug creation, what will happen with construction and recycling recipes for this matter?
That's all. I love it.1.) No.
2.) Depends. I don't really see that occuring on the lower TL medical items, but the upper level... Most definately, I suck at determining cast times, so I'd let someone else brainwork through that.
3.) I think construct/recycle would lose precendence really. I personally hope that recycling becomes a more popular tradeskill since right now it just about consists of cloning ammo.
All just a matter of taste I guess.
I propose a new dexterity based skill, called support. It would have several purposes, so I'll just list 'em out.
1.) Persons with 'Support' skills can make drugs, even the illegal kind. Of course, they will need to have a blueprint of the drug item. They can use the medical substances to build the drugs by using a special tool called a "Chemical Nano-processor".
The TL will determine the recipe of the drug, while the player skill could determine the amount produced.
1a.) New drugs would be introduced, varying potions would be added, and use of more than 5 drugs at a time will cause most certain doom for the player who took the drugs. This will cut down on people uberfying themselves through drugs, and will also bring back that element of risk to using drugs.
1b.) Failed drug build attempts will not simply stop and produce nothing - it will produce bad drugs. These drugs, when taken will do random things... Sometimes good, more often bad. This would also allow players to take joy in experimenting, because we know alot of people would.
2.) Another new set of tools specifcally for healing would be added. This could be done several ways, I prefer the earlier idea outlined by moi, and the more recent one outlined by Glok.
Create five types of medic kits. Imagine this:
First Reponder Bag: TL 10, when capped it would provide the equivalent to a capped TL 3 heal (105 / 15sec).
Trauma Kit: TL 32, when capped it would provide the healing equivalent (i'd prefer a wee bit higher) to a capped TL 15 heal group (120ish / 15 sec)
Paramedic Bag: TL 60, when capped it would provide the healing equivalent to a capped TL 52 blessed heal (315 / 15 sec) - Can also provide anti-poison treatment.
Portable ICU kit (PICUK): TL 90, when capped it would provide the healing equivalent to a capped TL 85 holy heal (450 / 15 sec) - can also provide anti-poison treatment.
Field Doctor Bag (RARE MED PACK): Figure it would be around TL 90ish, maybe a wee bit higher. Would make for a better heal than the PICUK, but would also be able to be used to raise the dead! Can also provide anti-poison treatment.
Ok, a pretty simple idea. Medic needles of various types. I figure 3 types for a start:
1) TL35) Heals target player for 150 Health
2) TL52) Resurrects target player
3) TL90) Resurrects and restores 150 Health to target player2a.) I would say that it would have a damage stat like weapons, and the more skill, obviously the better the heal, etc. This would make a person who has alot of support skill desirable - granted not neccesarily for OP wars, but more definately for hunting.
Both of these items would have limited range, think poking. They would also become widely used among spies and tanks. PE's can also do it, but would generally have to become a pure support class.
2b.) Make there be some sort of benefit between implanting and 'Support'. Just like the connection between hack and remote control, I think it would be a common sensical relationship. A person who knows how to imp will no doubt have at least some basic knowledge of medicine. A person with an advanced knowledge in medicine will obviously have some idea about implanting.
---
In the end, what will this accomplish?
Eliminate the absolute neccesity of the PPU for daily actions.
Make sense, how does a ball of light fix someones wounds?
Make for more varied combat and hunting setups
Create a new tradeskill
Stimulate production and trafficking of legal and illegal narcotics
Give players something to do (experiement with drugs :) )
Prevent people from taking advantage of drugs with little to no risk
Create a new class of support players
Thoughts, feelings, ideas?
/edit - Going to quote pertinent questions and responses here so that those people who pop in on page X without reading the thread don't think that what they thought is a new and or unique problem after its already been dealt with.
Yep, absolutely 5 stars idea.
Some quick questions:
1- Will these supporters be able to use this skill on themselves?
2- Is this skill supposed to have a process time (cast time)?
3- Regarding the drug creation, what will happen with construction and recycling recipes for this matter?
That's all. I love it.1.) No.
2.) Depends. I don't really see that occuring on the lower TL medical items, but the upper level... Most definately, I suck at determining cast times, so I'd let someone else brainwork through that.
3.) I think construct/recycle would lose precendence really. I personally hope that recycling becomes a more popular tradeskill since right now it just about consists of cloning ammo.
All just a matter of taste I guess.