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Injuries Could Bring People Together

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Once every 30 minutes Science Officer players who maxed out certain skills should be able to treat Critical or Major Injuries and turn them into either Major or Minor ones, depending on success rate based on their skill level of each injury's class as described below.
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This is just an idea to promote better player interaction (as Cryptic stated they wanted ideas that would bring players together, in one of their earlier CSR posts). I don't have the complete list of Ground Injuries yet, these were just a few I encountered so far (and a few I made up to fill the gaps and illustrate the idea). I would even go as far as to suggest dedicated Medical facilities on major star-bases like SB1 and DS9 where people could go to get treated by other players and have an opportunity to socialize through this game mechanic. Once Sickbays on Starships are implemented, they could also be used for this purpose.
=/\=

MAIN INJURY TREATMENT SKILLS

Doctor: turn InternalBleeding(crit) into CrackedRibs(maj) or BruisedRibs(min)

Physiology: turn CombatExhaustion(crit) into CombatFatigue(maj) or CombatStress(min) MuscleFatigue(min)

Radiology: turn RadiationSickness(maj) into RadiationPoisoning(maj) or RadiationExposure(min)

... and so on.

So when they max out one of these skillboxes (like Doctor, for example) they would get a ground skill called "Treat Critical: Internal Injury" with a 30min refresh timer. For maxing out Physiology, they'd get a "Treat Critical: Combat Exhaustion" skill. And so on.


AUXILIARY INJURY TREATMENT SKILLS

For those skills that are not used for injury treatment could be further utilized as follows:

Xenobiology (0-9): increase chance to convert CriticalInjury of other race player into MinorInjury instead of Major one (ie. Bajoran Doctor treating a Human). Same race (a Human Doctor treating a Human patient) would get an automatic Xenobiology bonus of 9 of course for this purpose only.

Scientific Theory(0-9) and Scientific Practice(0-9): perhaps these skills (and other higher level skill-boxes that aren't used for Treatment yet) could be utilized to introduce a variability in the 30 minute base recharge. For example each point spent in one of these would reduce the recharge time by a random 1) 0%-10%, 2) 0%-18%, 3) 0%-24%, 4) 0%-30% ... 9) 0%-75%.
=/\=

Similar system could be implemented for Engineering Officer players too to fix other player's damaged ship subsystems. Similarly to dedicated Medical facilities, players could be allowed to "dock" with those docks around SB1 and moved into an instance where they could interact with Engineering players to get their ships fixed.
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Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I'd love to be able to get rid of the DP debuffs.

    Sitting in space with 3 debuffs now, 2 critical. Guess I'll just wait them out.

    I keep my gear up to date and already have an RA5 but my little Commander 5 had trouble with a mission and died 3 times...

    I didn't even have a chance. I died the 2nd and 3rd time so fast it was amazing...even on normal difficulty.

    Great job Cryptic...about to cancel my sub due to idiocy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Zestren wrote: »
    Great job Cryptic...about to cancel my sub due to idiocy.
    Whose? The injury system is totally optional.

    I sincerely hope this thread will not degenerate into DP bashing because that is absolutely NOT what my intention was by posting this idea.

    My hope was that:

    1) the Devs take note of this and consider inplementing something like this to bring players together
    2) someone will come up with a mirror list for Engineering Officers
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I went in on Advanced, figured I'd give it a try.

    I died. Zoned out, dropped the quest, picked it up again and set back to Normal.

    Died so fast I couldn't even keep the shields up. 5K covariant as Commander 5 ( on Normal )

    So maybe its my fault for trying it on Elite my first time on since the patch. But then again...wtf..30 minutes? How about 10-15? Still puts people out for the length of most fights but a half hour?

    I'm sitting here checking news sites and surfing the web waiting for this to wear off as I obviously can't so anything with these debuffs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Or how about we are able to fix our own debuffs?

    Sorry to use your thread to complain. I do agree. Give us something to be able to take these off and make THAT a 1/2 hour cooldown. That I could deal with.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I like the underlying idea of player interaction to cure/repair. I think having different results based on the species difference is a bit overcomplicated though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    DeWitt_LSF wrote:
    I like the underlying idea of player interaction to cure/repair. I think having different results based on the species difference is a bit overcomplicated though.

    1) I tried to suggest that we come up with a system that would make most of the Science Officer skill-boxes useful for the player-based Critical Injury Treatment idea

    2) when I saw the [Xenobiology] box, it was natural to think that it was most suited to regulate inter-species medical treatment bonuses and penalties (one scenario comes to mind in Enterprise when the Denobulan doctor was trying to treat the Klingon patient, but there have been countless of other examples of inter-species medicine difficulties throughout the series).
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Whose? The injury system is totally optional.

    I sincerely hope this thread will not degenerate into DP bashing because that is absolutely NOT what my intention was by posting this idea.

    My hope was that:

    1) the Devs take note of this and consider inplementing something like this to bring players together
    2) someone will come up with a mirror list for Engineering Officers
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    That would be sweet, but I have the feeling that this is to much to hope for. This game needs an stimulance to create balanced teams. The need is already there, but players are already happy to find a team, and don't mind what class you play.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Zestren wrote: »
    Or how about we are able to fix our own debuffs?

    Sorry to use your thread to complain. I do agree. Give us something to be able to take these off and make THAT a 1/2 hour cooldown. That I could deal with.

    You can fix your own injury system debuffs. Minor and Major repair and regeneration kits are sold in Space Dock (the Repair kits are sold in the Shipyard and the Regeneration kits in Personnel). If you, your ship or a BOff sustains an injury and you wish to treat it, there is a new button on the bottom left of the Status screen that provides the ability to use one of the appropriate kits in your inventory and cancel the debuff.

    I have also looted repair kits in space missions and regeneration kits in ground missions.

    The 30 minute wait on Minor damage / injuries is only if you choose not to treat the damage / injury immediately and instead let it fade over time. It is, in effect, a free method of clearing minor damage or injuries.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Once every 30 minutes Science Officer players who maxed out certain skills should be able to treat Critical or Major Injuries and turn them into either Major or Minor ones, depending on success rate based on their skill level of each injury's class as described below.

    I like the idea but it does not need maxed out skills to work. As with anything, the skills can affect the success of the injury conversion, so while it would be advantageous to have higher skills it is not mandatory.

    I would also like to see a smaller cooldown, 30 minutes is a large chunk of time for some players. I think 10 or 15 minutes but this is only a minor aspect.

    Similar system could be implemented for Engineering Officer players too to fix other player's damaged ship subsystems. Similarly to dedicated Medical facilities, players could be allowed to "dock" with those docks around SB1 and moved into an instance where they could interact with Engineering players to get their ships fixed.

    I'd like to see a similar idea for the Tactical Officers as well. Perhaps ship damage to weapon systems could be for Tac officers to repair. I think the idea would be enhanced if all three classes have something to contribute.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    could use a different philosophy and have injuries distance some from others

    like "you picked up Xenealla Plague" and your character can infect people

    or the old star trek tale of aging prematurely

    that would be easy to do given the character customization

    you look at your crew and yourself and your all old because that last thing you clicked emitted a Zatronica ray or something

    mini factions of the ill
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Once every 30 minutes Science Officer players who maxed out certain skills should be able to treat Critical or Major Injuries and turn them into either Major or Minor ones, depending on success rate based on their skill level of each injury's class as described below.
    =/\=
    This is just an idea to promote better player interaction (as Cryptic stated they wanted ideas that would bring players together, in one of their earlier CSR posts). I don't have the complete list of Ground Injuries yet, these were just a few I encountered so far (and a few I made up to fill the gaps and illustrate the idea). I would even go as far as to suggest dedicated Medical facilities on major star-bases like SB1 and DS9 where people could go to get treated by other players and have an opportunity to socialize through this game mechanic. Once Sickbays on Starships are implemented, they could also be used for this purpose.
    =/\=

    MAIN INJURY TREATMENT SKILLS

    Doctor: turn InternalBleeding(crit) into CrackedRibs(maj) or BruisedRibs(min)

    Physiology: turn CombatExhaustion(crit) into CombatFatigue(maj) or CombatStress(min) MuscleFatigue(min)

    Radiology: turn RadiationSickness(maj) into RadiationPoisoning(maj) or RadiationExposure(min)

    ... and so on.

    So when they max out one of these skillboxes (like Doctor, for example) they would get a ground skill called "Treat Critical: Internal Injury" with a 30min refresh timer. For maxing out Physiology, they'd get a "Treat Critical: Combat Exhaustion" skill. And so on.


    AUXILIARY INJURY TREATMENT SKILLS

    For those skills that are not used for injury treatment could be further utilized as follows:

    Xenobiology (0-9): increase chance to convert CriticalInjury of other race player into MinorInjury instead of Major one (ie. Bajoran Doctor treating a Human). Same race (a Human Doctor treating a Human patient) would get an automatic Xenobiology bonus of 9 of course for this purpose only.

    Scientific Theory(0-9) and Scientific Practice(0-9): perhaps these skills (and other higher level skill-boxes that aren't used for Treatment yet) could be utilized to introduce a variability in the 30 minute base recharge. For example each point spent in one of these would reduce the recharge time by a random 1) 0%-10%, 2) 0%-18%, 3) 0%-24%, 4) 0%-30% ... 9) 0%-75%.
    =/\=

    Similar system could be implemented for Engineering Officer players too to fix other player's damaged ship subsystems. Similarly to dedicated Medical facilities, players could be allowed to "dock" with those docks around SB1 and moved into an instance where they could interact with Engineering players to get their ships fixed.
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    I think all of this is a very good idea.

    And perhaps to throw a bone to the tac officers, perhaps they could temporarily 'buff' non tac officers weapons? either space or on the ground.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Love the idea, but what could be given to Tactical Officers with regards to repairs?

    Maybe Tactical officers are jacks-of-all-trades?

    If Doctors can repair Major/Critical ground injuries, and Engineers can repair Major/Critical space injuries, maybe Tactical officers (with the right Tactical Team training) could do "Triage" or "Patch-job repairs" allowing them to fix a high number of minor injuries on the ground or in space (depending on their training).

    It would never pass beyond minor, but it would give them some quantity instead of quality and make them useful in that way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I've been thinking about this since the system came out. I figure for RP purposes, as our groups engineer, I'll just carry some major/minor space fixer-uppers and trade them with team members as it comes up (at cost, no sense in me paying for all of it). We'll just pretend that it's me sending a crack engineers over to help out.

    Same with our doctor. He can carry the ground fixers.

    Eventually, I certainly would like the ability to repair via skill/minigame/etc. Especially if that can be done in a group (i.e. designate someone chief engineer).

    FYI, there is also talk floating around the forums that when the ship interiors come out, you can repair injuries via sickbay or main engineering (depending on type).

    Tactical doesn't need a job to help with repairs. It's not their job. Their job is to protect the engineers/doctors so they can get to the wounded and heal them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    yea sure, then engineers could repair ships and tac officers could... um.... what would tac officers do?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Doryshan wrote:
    I would also like to see a smaller cooldown, 30 minutes is a large chunk of time for some players. I think 10 or 15 minutes but this is only a minor aspect.

    I'd like to see a similar idea for the Tactical Officers as well. Perhaps ship damage to weapon systems could be for Tac officers to repair. I think the idea would be enhanced if all three classes have something to contribute.

    If you look closer, only the "base time" is actually 30 minutes. There would be a random (up to 75%) reduction for this time based on how many points a Science player spends on skills under the "auxiliary injury treatment" category (skills that are not directly used in injury treatment).

    Following the treatment time reduction list proposed in the "Auxiliary Injury Treatment Skills" section, with luck, the minimum refresh time for a Critical Injury treatment is 7m30s. On average, this would be about (half of 75% = 32.5%) approx. ~11 minutes. Which is exactly what you wanted.

    As for Tactical officers, sorry but there is no logic in including them in this. The "personal injury" and "ship damage" are the exclusive domains of Science and Engineering officers respectively, and just as a Science officer should not be able to repair starships, a Tac officer should also not be able to treat critical injuries. Perhaps there will be another update later in which it would make sense to include Tac officers (exclusively), but this proposal is only for Science officers treating injuries and Engineers fixing ships.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Valiant797 wrote: »
    Tactical doesn't need a job to help with repairs. It's not their job. Their job is to protect the engineers/doctors so they can get to the wounded and heal them.

    a agree and then i have misgivings about this line of thought.

    the tac would need someform of aid as theother classes would as well.

    if a toon has 2 or less debuffs then the tac officer could use the skill "med kit" (akin to the CPR) and have a 50/50 change of removing both, or a 75% to remove one.

    ship could be same in basics as well.

    if the debuffs are over 2 then the percents would fall to 45% to remove both and 65% to remove one.

    you could also revise the stas based on minor, major or critical.

    i like the idea overall though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Or tac officers could buff non tac damage for a time, or buff against injuries temporarily.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    a agree and then i have misgivings about this line of thought.
    the tac would need someform of aid as theother classes would as well.

    No they don't.

    It is really simple:

    1) Science Officers (Doctors / Physicians) cure people from BEING SICK / INJURED
    2) Engineering Officers "cure" ships from BEING BROKEN / DAMAGED

    ... but if you really insist, in general, you can think of:

    3) Tac Officers cure enemies from NOT BEING DEAD :)
    (which already implemented in game)
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    /bump

    for Tuesday morning
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    FYI, you don't have to trade the items to use them on teammates. As my fleet and I discovered last weekend, you merely have to select the injured player and select "use" on the item from your inventory screen.

    (If they're nice, though, they'll pay you back for it)

    Let's hope this is a feature, not a bug!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    CptWarpass wrote: »
    yea sure, then engineers could repair ships and tac officers could... um.... what would tac officers do?

    I agree with the "jack of all trades" idea brought up earlier....Tac, would be able to cure minor personal and ship injuries (like a combat medic and in the army, we did all the minor maintainece on our M1 MBT's, at least back in the 20th century :D), Eng. could cure all levels of ship damage (like taking your car to a real auto shop, or an overhaul on a combat vehical), and science all levels of personal wounds (going for surgery instead of stabilizing only).
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