I'd also suggest doctors get a healing bonus/reduced cooldown when using first aid, and increased success rate when using doctor.
But what advantage would doctors and armorers have?
Actually, in a related idea, I thought "how about rewarding players for not killing anyone?"If you haven't killed anyone in RL day, you get 10 experience points. Then, another day passes and you get 20 experience points with a text "You discover that not shooting people on sight is also possible."After three days you get 40, then 80, 160 after five, 360 after six, and on the seventh day you get 500 experience points."Your peaceful ways allowed you to gain a lot of experience by simply talking and interacting with people instead of mindlessly slaughtering them."And each day after those 7 days you get 500 experience points until you kill a player. Then it is reset and you start from 10 again.This is a fairly small amount of experience points. You'd actually need over 40 days to reach level 21 this way, and if that is too fast, then maybe you are awarded experience every 24 hours of play time.The bonus is small, but psychologically I believe it could be enough to prevent some people from killing just anyone. A slight "if I kill that guy for no reason, I'll lose my 500 experience points..."
Yesterday I was taking a dump, and I had a idea to maybe eliminate the need for PvP only chars or to lower it.Most players, especially players without factions, have a hard time against PvP chars, so i propose to introduce a bonus with every Profession lvl to that field of the profession.Example:SG crafter would have + 15% durability with lvl 1 SG profession. / + 35% durability with lvl 2 SG prof. / +70% durability with SG lvl 3 prof.This of course affects only small guns in crafters arms.Maybe add some bonus DMG to weapons dmg? (+7% /+14% / +21%)Same for BG and EE, Doctors should get + on healed amount or lowered FA and DOC cooldown. Armorers should get + on resistance and DR according to their lvl and better durability. This would in my opinion give "small" player a benefit over large faction PKers.
For doctors -as a profession-, it would be cool to be able to build defibrillators, so they could resurrect dead people. Usage would be limited to doctor 3, and -ofc- it cant be used on self. If someone dies a horrible and gruesome death (biological - like severed head etc) it would most likely not work. XD But when a rat bites his toe for 2 HP, and he falls under -20, its kinda sad that a doctor next to him cant do anything..
Bonuses like extra durability is fine as long as it doesnt give combat advantages, so bonus damage, and bonus heals for doctor is a huge no-no for me. PVP characters with high skill in SG for example dont do more damage, they just have a higher chance of hitting, i dont think it would be a good idea to give crafters "free bonus damage"..Leave that to perks. No, crafters and people with non-combat statistics need other methods of survival, like the merc system would be perfect for people with high charisma if it would be tied to speech+charisma like some of us suggested elsewhere, rather then money.For doctors -as a profession-, it would be cool to be able to build defibrillators, so they could resurrect dead people. Usage would be limited to doctor 3, and -ofc- it cant be used on self. If someone dies a horrible and gruesome death (biological - like severed head etc) it would most likely not work. XD But when a rat bites his toe for 2 HP, and he falls under -20, its kinda sad that a doctor next to him cant do anything..How this fits in the fallout universe? I dont know, but hey, we have plasma rifles, duh.
Ok so what if I'm lvl 21?
All of you tend to cut the game in two and separate PvP players from crafters... why the hell would you want to do that? Professions should affect skills but not survivability. Maybe that armorer idea sounds nice but still such +bonuses should be rather small.On one side you hate PvPers because they loot-kill mostly anything that moves. But when it comes to quests, npc interaction, weapon/ammo supply they are useless. And when some PvPer whine about some of these you just shut him up telling he should build more "average" character instead his powerbuild.But same thing applies to you my fellow crafters. You want to survive more? Make more "average" character and invest something to your fighting skills. Both PK and crafter can roll average build or powerbuild. And its logical that your Armorer with 270 repair will be dead in a second when it comes to shooting'n'looting.So instead of making your "top" crafter get yourself a gun and invest something in EN too, then your chances will be better. You can't expect, that wasteland will bend for you because you are just too damn weak to survive there now. What 1st post suggests is absolute nonsense (at least those numbers are) and you could expect PvPers to find their way how to morph profession +bonuses with PvP powerbuilds.