Combat Medic Archive

Thread: Should CMs have their own set of components based on CM experimentation?

Elenora
Mon Aug 04, 2003 5:03 pm
#14

I would hate for the components to be split up as well...but there is no reason why a CM should be dependent on a doctor for anything other than Stim Es and wound packs and other doctor made meds.


fact is Doctor is not a prereq for CM and by making components all based on doc/medic crafting, the game is either 1) forcing you to accept inferior packs from the get go as a CM or 2) making u spend 25 points in the doctor tree to make the best components and there for the best CM packs possible.


If the game is going to split one advanced medical profession and not the other, the isolated profession needs its own line of components...the fact is CM has zero skills that improve on medic level skills, but the doctor tree 1/2 built on the skills aquired in medic.


So either split both join both or allow CMs to completely independent of the medic tree...fact is in many ways we already are, just finish the job...






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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
HoTron-rex
Tue Aug 05, 2003 8:02 am
#15

simple request here is this: doctors get 10 expt points on their stuffies when they are masters. CMs get 5. I want 10 experiment points to use onmy meds when I'm a master CM. the simplest way to fix this is to just make all crafting expt points the same. but only give certain components to certain professions... IE, only give doctor schematics to people who have doctor crafting. and on the flip side, only give CM schematics to people who have CM crafting. this keeps everything the way it should be. just make all the expt points work for any medicine, but control who gets the schematics.... I think this is the way the devs intended it to be. too bad the code screwed us over



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Elenora
Tue Aug 05, 2003 9:40 am
#16

do master chemists and Toxicologists get 20 experiment points then?


that would be cool!!!


the ultimate medicine maker....




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
-Myrick-
Tue Aug 05, 2003 10:54 pm
#17

Elenora beat me too it. I was about to say that wouldn't happen since you would end up with that many experiment points. Seriously though, the slightly inferior Sub's I use on the ranged stims don't seem to hurt me much, though we already have crap DoT on poisons and disease... we need all the help we can get, why not move those 3 subs into Novice CM... only reason not to is that novice would only have the 2 pts to use on them, but that is only 3 less that they already get. And it will make medics and doctors happy, less clutter in their crafting device and datapad.



Myrick

Iorwerth
Wed Aug 06, 2003 10:32 pm
#18

I say, just make it one big pool, doctor and CM crafting. If I make a stimpack, I get medical crafting xp that I can use to either advance CM or doc crafting. Why not share the two, with regard to experimentation points? If this means that the dual-doc/CM ends up with too much experimentation, put a cap on it!



Thalian, Carabineer, Miner
Gallion
Wed Aug 06, 2003 11:35 pm
#19

Doctor is to Medic as Ranger is to Scout.

Should a Rangers camp making skill not increase since it does not increase for the Bounty Hunter*?

I recognize the Combat Medic is broken (oh how it makes me cry), and I see now that the components for making poisons/disease should be in the CM tree. They are totally useless to a Doctor.

Does it suck for a CM that he has to either suffer with having sub-standard components, pick up the Doctor crafting tree, or purchase well experimented components from a Doctor? yes. But the strength of a combat medic shouldn't be in making fiddly little components. It should be in good overall products and a valued place in combat (which really isn't there).

What the CM profession needs to make it a better profession isn't better medicine. Its better combat ability. Poison that functions, disease that matters, area effect that works, and additional combat support abilities along what Elenora suggested in the putting the combat back into combat medic thread.

The CM is an ample healer. When/if area effect gets fixed they will be even better, but they are lousy in combat which is what half of the title is about.

I don't subscribe to the belief that the remaining points after making combat medic should go toward an elite ranged weapon profession either. If I wanted to be a hybrid ranged weapon healer I could simply get novice medic, buy awsome 300+ point stimpack Bs, and specialize in whichever weapon I wished. Thats probably the more profitable option as well, but I want to be a combat medic darn it, so that what I'm doing.


*Bounty Hunter used in the example because they are the other profession that has to master scout just as the combat medic and the doctor must both master medic.
LoganSaj
Thu Aug 07, 2003 7:17 am
#20

http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=207768




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Minaros
Thu Aug 07, 2003 10:50 am
#21

This has somewhat frustrated me as well. I think the simplest solution is to only have one skill for all three medical professions - "Medicine Assembly". Combat Medic would do like Doctor does and resume at Novice CM and grant an additional point per level from there.


I also like the idea of moving the Combat Medic specific schematics to the Novice CM block. This only makes sense because we are the only ones who use them. May also eliminate any confusion for new budding medics wondering when they get to use those items or what they are for.


And while we are on the subject of Combat Medic Skill, where is our terrain negotiation bonus than the Combat Medic Support line implies? I see we get +10 at Master CM but nothing else along the way. I was hoping for something minimal per skill block like +5 per block or something.




Minaros Darkstar
Obsidian Alliance
Master Squad Leader/Carbineer
Elenora
Thu Aug 07, 2003 10:56 am
#22






Minaros wrote:

This has somewhat frustrated me as well. I think the simplest solution is to only have one skill for all three medical professions - "Medicine Assembly". Combat Medic would do like Doctor does and resume at Novice CM and grant an additional point per level from there.





Only problem is that it would lead to 15 experiment points for a master doc/CM template...



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Zarlor
Thu Aug 07, 2003 11:11 am
#23

Is it really a problem, Elenora? It does take a decent amount of points to focus Doc and CM so it seems there is something of a tradeoff there. I could even see someone making a kind of Pharmacist Template taking crafting in both lines with merchant skills to make the best of the best in med/AoEs/DoTs.


Then again I don't think there is any other precedent for any other crafting class to have 15 experimentation points to work with.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Elenora
Thu Aug 07, 2003 11:54 am
#24






Zarlor wrote:

Then again I don't think there is any other precedent for any other crafting class to have 15 experimentation points to work with.




Would be totally unfair of use to have 15 since technically we arent even a pure crafting class and upper lvl crafting class only get 10 (12 if they are human no?) at the most






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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Thu Aug 07, 2003 11:55 am
#25

nevermind about that 12 point thing..forget its artisan experimentation that a human gets as a bonus not upper level experimentation



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Minaros
Thu Aug 07, 2003 2:59 pm
#26

Elenora you brought up a good point about the 15 experimentation points.


Maybe then each medical profession should have 10 experimentation points specific to that profession? I am not certain but do any other crafting classes require sub-assemblies from a lower profession? Example: do Weaponsmiths have to use Artisan profession to make the stock of a gun, but Weaponsmith to assemble it all together? As it is now all our sub-assemblies are given to us in the Medic profession and use Medicine Assembly skill. Then we have combat Medicine assembly skill to put all the sub-assemblies together. Is it like this for other crafters?




Minaros Darkstar
Obsidian Alliance
Master Squad Leader/Carbineer
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