[Suggestion] Stim packs

Currently Stim Packs (Tier 1) have a description stating they’ll increase an ability score by 3 (for 30 seconds).
However, the Sim Packs all have a recommended level just like any crafted item.

When a person with Medicine skill lower than the stim pack’s RL tries to use one they don’t get the +3 buff. With only 4 Med lower than the RL you’ll only gain +1 to the stat, which is quite useless.
Unless Medicine is supposed to be a non-profit craft (since you can’t sell any of this stuff to an npc for more than 6 credits), this feature should be disabled on Stim Packs, so they’re worth buying from Medicine crafters.

What could be done to make those with the Medicine skill better at using the stim packs is add an extra 5 seconds to the base duration of the stim pack for every 10 Medicine levels. I don’t think this would unbalance the items, as even with all of the Stim Fiend perks the duration of stim packs currently is only 105 seconds.
(30 seconds + (250% of 30 seconds) = 0.5 + (0.5*2.5) = 1.75 minutes = 105 seconds.)

If 5 seconds is added for every 10 Medicine skill the max duration would become 280 seconds.
((30 + 50) seconds + ((30 + 50) * 2.5) = 280 seconds)
That’s still less than 5 minutes for a full invested medic at 100 medicine.

Disclaimer: I don’t think that the affect of Recommended Level should be removed from other medicine items (i.e. Healing kits/Force packs) however, as I don’t think it would be fair on those that invested in the skill to be equally adept at healing with the medical products as someone with no investment at all.

3 Likes