Golota
01-27-2009, 01:13 PM
I think, that FirstAid and Doctor perks are not interesting in current form.
Generally I like this idea, but...
- higher skill gives relativly not much, does not change MediKid parameters enough,
- using MediKits still costs many AP, and that means you loose firepower = you loose fight.
I think, that with some changes this path could be interesting - e.g. when Doctor perk would also decrease AP required to use MediKit (-2 AP but not less than 1 AP).
Another idea - drugs. May be related with Doctor or not. I mean - there could be pills or other forms of drugs which would change unit parameters for short time (e.g. for next two turns). It could temporary increase MP, sight radius, AP, HP, resistance etc. After this time unit would have to rest - e.g. would have half of normal AP for 3 turns or even would cost some HP... or could be different for different drug types.
This would give another options / difference possibilities to game (and another items to sell in shop ;-)))
Generally I like this idea, but...
- higher skill gives relativly not much, does not change MediKid parameters enough,
- using MediKits still costs many AP, and that means you loose firepower = you loose fight.
I think, that with some changes this path could be interesting - e.g. when Doctor perk would also decrease AP required to use MediKit (-2 AP but not less than 1 AP).
Another idea - drugs. May be related with Doctor or not. I mean - there could be pills or other forms of drugs which would change unit parameters for short time (e.g. for next two turns). It could temporary increase MP, sight radius, AP, HP, resistance etc. After this time unit would have to rest - e.g. would have half of normal AP for 3 turns or even would cost some HP... or could be different for different drug types.
This would give another options / difference possibilities to game (and another items to sell in shop ;-)))