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November 2, 2007 at 10:24 pm #282
I know that it’s really easy to run up to a hospital and get one but still I think it would be nice as a skill, and as you increase in skill you can make better medpacs.
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November 3, 2007 at 4:13 am #2781
Good idea and i disagree Eddy, theres good medpacs and theres shite medpacs. Generally player made equipment is better so i don’t see why there isn’t already something like this in? Ohmy, perhaps it can even go in the medical skill tree as a low level skill (45ish?).
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November 3, 2007 at 4:26 am #2783
It would give medical people something to make them a few credits, too. It isnt a bad idea, but the price of stock medkits would have to go up, otherwise it would be a complete waste of time and money to make them.
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November 8, 2007 at 7:15 am #2928
How about something like this…..
For a medical feat, makemedpac, diff chemicals and such could give different affects on you, like mixing spice with the ingredients and such can give you different affects as well as healing you, or have the skill in a couple different parts……mix <chemical> <chemical> beaker once that chemical is made then mix <chemical> <bacta> beaker or something of that sort. Just an idea, never really thought it up, it came to me then I put it on here so it would need a lot of work to be able to understand properly.
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November 14, 2007 at 12:02 am #3107
Makemedpac, if we have it at all, should be a skill, not a feat. If you want medical to have a feat, make cloning a feat. Even in the starwars universe, not every Joe Doctor could clone people, but every wannabe, right down to the holistics and the naturopaths could make something and call it a medkit.
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November 22, 2007 at 10:33 am #3431
I like this idea. Though perhaps we wouldn’t have to increase the price of medpacs sold by mobs; instead, we can make the player made medpac last longer than mob medpacs. Or perhaps, the higher your medical level is, the longer it lasts?
And how about a makecyber skill between level 100 and 150?
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