Combat Medic Archive
Thread: Combat Medic Issues Breakdown: Issues 1 and 2
Message Edited by vortexala on 03-15-2004 04:05 PM
Violet Vette, Radiant
MCM, fear me, for I am death
Squiders, Radiant
MA, WS in progress, now if I could only find resources to make a weapon.
vortexala wrote:
Alright folks, Now that we've had the 'Issues' thread up for a while, let's see if we can hash things out a bit.
We'll start with issues 1 and 2 this week and work through the list from there
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
Issue #1: Interdependency
Should we put Issue #12 into this issue? For example, if we were to have Docs dependent upon us for components for their cure packs, would that mitigate the need to be able to fully experiment on all of our requisite components?
Also, there have been ideas of Weaponsmiths/armoursmiths requiring components from CMs in order to place DoT effects on weapons they craft.(more a wishlist idea probably).
Should this issue simply reflect the fact that CMs(all medical professions, really) have to depend on outside sources for their required resources? Similar to Doctor Balance Issue #1 found here:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22459
Is there a different take on this that you may have? Any examples you'd like cited? I would love to see us get someone to depend on us for something other then our poisons/diseases, it sure would be nice for a change... I don't mind having to depend on someone else for resources and such, I do mind that nobody needs to depend on us for anything other then having a forum releated to our profession to complain in so every post isnt about nerf combat medic in the GCW forum.... I would love to have to see doctors need to use dispersion mechanism's and infection amplifiers in cure packs. (need some of the snake's venom to make the cure) Better ADM's, more of an area effect on the cure's, better AIA's means higher effectiveness base rating as well.. Let's worry about getting a better form of curing/resisting poison/disease before we think of letting weaponsmiths add dot's to weapons, but I am all for that idea...
Issue #2: Money
Just as the Medics, a large number of CMs have issues with obtaining credits. We do not have any services to offer, such as buffing for docs, nor do we have any widely used meds to sell, such as B-Stims. There are no 'Medic Missions' from which we can obtain credits from for using our healing skills, and 'Destroy Missions' do not scale with our offensive abilities.
Our source of money is dependent upon outside professions or finding a customer-base amongst the low-level, or other,CMs who don't want to craft.
Should there be any other examples cited? Should we simply 'borrow' from the Doctor Balance Issue #5? Is there a particular way you'd like this worded?
I would love to give us a means of income thru giving innoculations, 1 for each type of poison (health, action or mind) and 2 for disease (substat and main stat diseases) Allow us to make A packs, with a low med rating, that anybody can use with novice medicin exchange for low effectiveness (10-25 range).Highly rated C packs which would give a 40-50 effectiveness resist vs. our poisons/diseases. The middle ground could be B packs, with 25-40 effectiveness range, that would take master medic to use, giving someone a reason to get master medic only.. Interdepency works both way's, that would mean someone would have to be dependant on us for some type of crafted product, instead of us depending on other classes for everything...
Message Edited by vortexala on 03-15-2004 04:05 PM
Cure packs, requiring IA/DM
Methinks the game mechanic would make it easier to introduce a new schematic than change an existing one. I guess this might be the "Area Cure" they are all crying out for.
Innoculations
Would you really want to sit in coronet with a queue, selling innoculations? I would guess it would be a one-shot for poison and one for disease, knowing the game-mechanic does not separate resists into specific stats. If so, then yeah, sure. I'll be introducing new 150+ Potency PvP mind packs if they do, that's for sure.
Weapon DOT's
Sounds good.
Money
Fixing Mission difficulty metre's on mission terminals so that it took the CM Effect into consideration would resolve 90% of this problem. CM's could either craft-and-sell (like Docs) or hunt-and-mission (like Combat classes) for money.
Sarkyn wrote:
Innoculations
Would you really want to sit in coronet with a queue, selling innoculations?
(thinks about it)
Lordy, people can't even spell "Buffing" right, I can see the tell's I'll get if we get this. Can you imagine how people will mangle the word Innoculate.
Issue 2:
Doesn't anyone else get solicited to mind pool disease people in cantinas to generate XP for entertainers/dancers/musicisans?
I've probably earned 200k credits for about three evenings of work just diseasing people.
Indeed Tazz, people gladly pay 5k per set of 3 mind diseases (mind/focus/willpower)
However this will come to an end once the hologrinding ceases to exist.
Issue 1....The idea of having Weaponsmiths dependent on us for DoT effects is good (goes with our profession nicely). The idea of having Armorsmiths dependent on us for Poison/Disease resist components, GENIUS....2 birds with one stone (people want resist to this stuff, provides us with a customer for our stuff). The idea of Doctors requiring components from us for their poison/disease cures is excellent (who better to provide the sample for these weapons then the people who make those type of weapons). Let's be clear though...Doctors should not get the ability to heal an area...PERIOD. In the great words of George Carlin, "THAT'S OUR %$^&ING JOB!"
Issue 2.... OK, I looked at this and it seems to be 2 seperate issues. One is being able to sell stuff that other people will buy? See Issue 1 above for that solution. The second is a mission terminal issue. They have the problem in that you just don't go walking around with a poison grenade in your hand in SWG. They would have to find a way for calculations from what you have loaded in your hotbar slots....but then you'd have to deal with people who hot-swap weapons in combat (i.e. Commandos with FT's and Rocket Launchers; BH's with Lightning cannons and Scatter pistols). It's a very hard thing for them to calculate a CM's leathality in PvE, let alone PvP (too many varibles at this point in time). I'm not a programmer, so I don't know of any solutions that would work for CM's and not break other combat professions in the process. The have a problem in that department, unless they go with the attitude that CM is not a "stand-alone" profession. I have to admit, that I'm also a Pistoleer in addition to being a Master CM. Lets just say it will be harder then we think to fix this issue.
vortexala wrote:
Issue #1: Interdependency
Should we put Issue #12 into this issue? For example, if we were to have Docs dependent upon us for components for their cure packs, would that mitigate the need to be able to fully experiment on all of our requisite components?
Also, there have been ideas of Weaponsmiths/armoursmiths requiring components from CMs in order to place DoT effects on weapons they craft.(more a wishlist idea probably).
Should this issue simply reflect the fact that CMs(all medical professions, really) have to depend on outside sources for their required resources? Similar to Doctor Balance Issue #1 found here:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22459
Is there a different take on this that you may have? Any examples you'd like cited?
Issue #2: Money
Just as the Medics, a large number of CMs have issues with obtaining credits. We do not have any services to offer, such as buffing for docs, nor do we have any widely used meds to sell, such as B-Stims. There are no 'Medic Missions' from which we can obtain credits from for using our healing skills, and 'Destroy Missions' do not scale with our offensive abilities.
Our source of money is dependent upon outside professions or finding a customer-base amongst the low-level, or other,CMs who don't want to craft.
Should there be any other examples cited? Should we simply 'borrow' from the Doctor Balance Issue #5? Is there a particular way you'd like this worded?
I honestly don't see why CMs have a problem with money.
There are tons of ways to make money as a CM, just like every other profession. First of all, a CM has enough skill points to master Doctor, or a weapon skill, giving him plenty of opportunity to make money by selling stims, buffing, or running missions, or hunting loot droppers.
A CM, like everyone else alsocan earn money by harvesting resources, with or without having Surveying.