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Author Topic: Colonist First Aid/Medic skills -- needs a tweak  (Read 123 times)

Omidawn

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Colonist First Aid/Medic skills -- needs a tweak
« on: May 01, 2017, 12:35:56 PM »

The two first aid skills are not set quite right on the start settings.  The way you have it the higher the skill level the less sensitive the start task is.  For instance at novice start when you are 50% health, at expert start when you are 30% health.

It should be the other way around!!  The higher the skill level, the quicker you should be to respond -- not slower.

The level of the start task has nothing to do with the severity of wounds that can be healed... it has to do with how fast they respond to injury.  You are making Elite and Master less responsive than the Novice.

Yes the Elite and Master heal more damage, but if they wait until you are almost dead before doing anything, that's not more helpful!!  They should start healing sooner and heal more damage the better the skill is.

So, reverse the start % levels for both skills, and make the Master medical techs worth having in combat.
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