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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
Posts: 3648
Location: Northern Georgia

 Post Posted: Mon Feb 09, 2004 7:25 pm    Post subject: Ailments
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In Live, is the possibility for common (to even not-so-common) ailments to be inflicted upon the masses too much to hope for? Things like the common cold, influenza, congestion/allergies, menstration (haha), sore throat, and maybe even STDs -- who wants to code that system? -- at some point?

The main reason I ask is for another avenue of medicine to open up to some of the non-medics; folk remedies. Surely medics would be the best at concocting the mixtures needed to relieve the symptoms, but it'd give an actual reason for some non-medics to train skills like medicine and any other new skills are planned for them in Live.

--William
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Brenton
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Joined: 05 Jul 2003
Posts: 523

 Post Posted: Mon Feb 09, 2004 7:56 pm    Post subject:
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Well...if you going to implement random ailments like common cold....why not on character creation give characters random genetic flaws. Like a weak heart...or kidney failure eventually. And medics can fix them =D
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Tue Feb 10, 2004 12:14 am    Post subject:
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This is a skill list I threw together recently for Medics in the skill system for "live". This is not final. I do not expect many will be available on day one. I'm only publishing this to give you an idea of what we'd like to do with medics, which goes far beyond just making a use for a medicine skill.

Cosmetic Surgery (physical features)

Cybernetic Surgery (cyber sockets and neural implants)

First Aid (bleeders, antidotes)

Genetics & Mutation (permanently alter aspects to give bonuses that are offset with negative side effects)

Internal Surgery (cybernetic organs / skeletons)

Medical Devices (basic healing techs with)

Medicine (general medical knowledge)

Remedies (create general remedies with restorative effects)

Therapy (massage etc)
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Tugor
Orgasm Donor


Joined: 18 Oct 2003
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Location: Yeah. . .right.

 Post Posted: Tue Feb 10, 2004 12:28 am    Post subject:
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Oh thats cool.
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Brenton
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Joined: 05 Jul 2003
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 Post Posted: Tue Feb 10, 2004 8:59 am    Post subject:
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Oh wow....those are all seperate skills? Are medics supposed to only really train a few of them? So you have diversity of classes, or does the new XP system all for them all to be kept current.
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HR-Mickey
Cloverfield Monster


Joined: 24 Nov 2002
Posts: 1844
Location: I've Got No 'billy

 Post Posted: Tue Feb 10, 2004 9:21 am    Post subject:
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I played a game once five or six years ago that featured sicknesses like the common cold and rabies (if you were attacked by an infected animal mob). During a ten-hour-long levelling stint, I'd noticed that for a long while, my character kept sniffling, coughing, and shivering uncontrollably. I thought nothing of it and happily played on, travelling far and wide in a variety of fashions to get experience. I found out later I'd had some bizarre sickness that I picked up about half an hour after logging on. I'd infected all of the active playerbase from interaction, about 70% of all creatures in the game, and even some staffmembers that had been invisible to test new ship routes. The game had to be reset to a period before everyone caught the contagion because it was too CPU intensive to hunt each and every instance of the ilness down, and I'd never been more proud of myself as a player in my entire life.

The End.
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Tugor
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Joined: 18 Oct 2003
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 Post Posted: Tue Feb 10, 2004 10:33 am    Post subject:
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Haha thats great. . .you created an epidemic.
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
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Location: Louisville, KY

 Post Posted: Tue Feb 10, 2004 1:16 pm    Post subject:
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That's hilarious.

To you, Brenton: The new skill system works more along the lines of games like DR, Asheron's Call, etc. in that you can actively choose to dump a lot of training into one skill or a couple skills... or you could even out your training into many skills. For a Medic, you're probably going to choose a few of those things you wish to be really good at in most cases, but some people may try to be well rounded and will be somewhat mediocre at all of them. It's going to be your choice to make by choosing where you allocate training. Since there will be no caps, you will be unrestricted in how you train.

But, keeping in mind skill costs go up as you train them more, I doubt many people will go for skill regimens that are super narrow.
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Brenton
/fidget


Joined: 05 Jul 2003
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 Post Posted: Tue Feb 10, 2004 3:40 pm    Post subject:
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So....if a medic put all of his general experience as well as specific pool experience into those medic'ing skills, how much better than just mediocre would he be? Or were you refering to that when you were describing a medic trying to train all of them.
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HR-Trevor
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 Post Posted: Tue Feb 10, 2004 5:31 pm    Post subject:
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When I said mediocre I meant someone who chooses *many* skills beyond what would be deemed essentials. It's not a black and white thing you can just rattle a number off on though.
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SolitaryTurnip



Joined: 17 Jul 2003
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 Post Posted: Tue Feb 10, 2004 5:44 pm    Post subject:
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That's the greatest story ever. I had to add that.
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