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Author Topic: Doctor profession balance  (Read 3256 times)

Cocain

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Doctor profession balance
« on: August 05, 2010, 09:42:37 am »

considering all the other professions in terms of everything doctor is the weakest profession to have..

you have less items to create

picking up flowers (stimpaks) have the biggest gathering cooldown of the entire game ( 8 min)

u have to be in  vault city faction becouse there is only one medical terminal in the game

less profit from selling

my biggest problem is the lack of items to manufacture with this profession, just look at doctor level 1 ( enables healing powder)! so heres my sugestion.. make jet part of the profession and/or buff drugs effect and/or make better item distribuition by doctor levels.
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Aku Soku Zan

kraskish

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Re: Doctor profession balance
« Reply #1 on: August 05, 2010, 09:46:18 am »

Of course I need to agree. I also posted about this but everyone cares here about TC. There should be some quest perks, like when you get doctor training you achieve your skills but lose the combat skill a bit.
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Chars: Perforator, Penetrator Leaderator
Re: Doctor profession balance
« Reply #2 on: August 05, 2010, 10:46:25 am »

Actually crafting jet should be something like doctor profession 4.
It says on the wiki it's a separate profession, so it should be your 4th.
Requirements should be a bit high, perhaps even higher than doc level 3.
Perhaps it should require that you have doctor level 3 as well to make it hard to acquire this profession so the wasteland isn't flooded with jet.

The crafting system for doc is indeed not that nice.
With exception of buffout all the the interesting stuff is at level 3.

You have a long cooldown for picking up 9 flowers or 9 roots (7.5 minutes).
Yet crafting super stims only gives you a 1 minute cooldown (never crafted normal stims, so I assume it's the same).

As for profit, doctor profession is 1 of the most profitable ones for high level stuff.
stimpack - 1 root (free), 1 flower (free), 1 bio med gel (20 caps), 1 hypodermic (1 or 2 caps in shops, 9 with Jules in New Reno) - total 29 caps max, sell for 155
buffout - 10 meat jerky (not sure if Grisham charges for it, 5 caps in shops), 1 chemical component (free) - sell for 275
radaway - 1 chemical component, 1 bio med gel - total 20 caps, sell for 300
super stimpack - 2 roots, 2 flowers, 1 bio med gel, 1 hypodermic - total 29 caps, sell for 310
mentat - 1 chemical component, 7 fruit (free) - sell for 400
pyscho - 1 super stimpack (29 caps when crafted), 1 bio med gel, 1 chemical component - total 49, sell for 700
rad-x - 1 chemical component, 3 bio med gel - total 60 caps, sell for 450

Cooldown seriously limits your profit though.
It becomes really profitable if you're in a faction wih an outpost and the faction supports your doctor alt with gathering.
Do a chemical component run with a few people, pick fruit from the outpost, have them gather roots and flowers when hunting, etc.
A tent near VC is very useful.

I disagree on the losing combat skill.
Why lose something you already have?
It would mean people simply level up to 21 as fast as possible and than buy all 3 professions at once.
Although I'm sure a lot of people with doctor skill buy all 3 professions at once already as 1 and 2 aren't that useful.
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Janusz2238

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Re: Doctor profession balance
« Reply #3 on: August 05, 2010, 11:33:28 am »

Doctor is a good profesion. That shoudl be quest for doctor, for examples heal npc pacients in clinic.
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Polskie Pustkowia http://forum.newfmc.pl/
Re: Doctor profession balance
« Reply #4 on: August 05, 2010, 12:49:29 pm »

It also sounds as a nice profession for something like Gray Rock Village.
Pay 1 flower/root for FA, 2 for doctor for instance.
Fee should be for the service being provided in a saver place than NCR.

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Sius

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Re: Doctor profession balance
« Reply #5 on: August 05, 2010, 05:21:52 pm »

Doctor has nothing to do with healing. Factory for drugs but no real benefit other than few items crafted. And that sux. Imho there should be profession that affect the way how you heal, how your CD reacts, how other peoples addicts affect them etc... simply medical stuff. Crafting drugs labeled under "Doctor" profession is just dull.

Cocain

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Re: Doctor profession balance
« Reply #6 on: August 05, 2010, 06:18:17 pm »

so any toughts how we can balance doctor profession?

less cooldown from picking flowers would be a start, but only the start.
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Aku Soku Zan
Re: Doctor profession balance
« Reply #7 on: August 06, 2010, 03:33:38 pm »

REVIVE PEOPLE IN THE REPLICATION TIMER USING DOCTOR'S BAGS. Cooldown depends on your doctor skill.

It gives medics unique responsibilities and playstyle.

Makes the doctor skill less of a turd.

Makes the doctor profession worth investing in and actually related to healing.
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Janusz2238

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Re: Doctor profession balance
« Reply #8 on: August 06, 2010, 03:34:36 pm »

Make more broken legs :D
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Polskie Pustkowia http://forum.newfmc.pl/
Re: Doctor profession balance
« Reply #9 on: August 06, 2010, 06:06:56 pm »

REVIVE PEOPLE IN THE REPLICATION TIMER USING DOCTOR'S BAGS. Cooldown depends on your doctor skill.

It gives medics unique responsibilities and playstyle.

Makes the doctor skill less of a turd.

Makes the doctor profession worth investing in and actually related to healing.

this is an excellent idea!
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Sius

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Re: Doctor profession balance
« Reply #10 on: August 06, 2010, 07:01:26 pm »

REVIVE PEOPLE IN THE REPLICATION TIMER USING DOCTOR'S BAGS. Cooldown depends on your doctor skill.

It gives medics unique responsibilities and playstyle.

Makes the doctor skill less of a turd.

Makes the doctor profession worth investing in and actually related to healing.

You got my vote if you will run for NCR president! +1
« Last Edit: August 06, 2010, 10:38:52 pm by Sius »
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avv

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Re: Doctor profession balance
« Reply #11 on: August 06, 2010, 07:16:14 pm »

How can you tell what is balanced when the game is all about powerbuilds and alts?
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runboy93

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Re: Doctor profession balance
« Reply #12 on: August 06, 2010, 08:53:39 pm »

How can you tell what is balanced when the game is all about powerbuilds and alts?
Maybe next update (+Wipe..maybe?)
Will do something about powerbuilds and alts.. i just see something saying in forums.

Sius

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Re: Doctor profession balance
« Reply #13 on: August 06, 2010, 10:38:35 pm »

Maybe next update (+Wipe..maybe?)
Will do something about powerbuilds and alts.. i just see something saying in forums.

There is nothing wrong with powerbuilds. And as far as the alting goes, well only real problem here is with combat alts. Every other way of alt abuse is imho game design flaw f.e. crafting abuse (which is the most common because of current crafting/gathering system which is one of the 2238 worst fails).

Gunduz

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Re: Doctor profession balance
« Reply #14 on: August 07, 2010, 04:19:52 am »

What if Doctor became 2 levels and Mordino's Druggist was lvl 3? It would allow 'clean' doctors to take up another profession, or even two basic level ones, and to be slightly more self sufficient.

So Doc [1] would give:

Stimpak
Radaway
Mentats
Buffout (maybe)

and Doc [2]

Super stim
Psycho
Rad-X
Buffout here if not in [1]

Doc [3] would be Mordino's Druggist

Jet
Jet Antidote (very hard to craft)

The reqs. for Doc [1] would be between current lvl 1 and 2 requirements.
And lvl 3 would be fairly difficult.

We could also have an alternate lvl 3, which could be surgeon or something

Doctor's Bag
First Aid Kit/Field Medic FA Kit

Where Doc bag raises Doc % and First Aid kit accordingly with FA when held. They would break eventually, but would last a bit longer than repair kits.
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