Combat Medic Archive
Thread: Need a way to get resources without Survey!
actually admitedly crafters have some interdependence on each other, fact is they can still harvest without a new skill set...
medics can...so at least give the medics a survey cert so we can rely on harvesters like every other crafting class...i dont think we should be as effective surveyers as artisans...but good enuff that we can place harvesters...i mean all we need is a the ability to use the survey tools and then the ability to pull 1 just 1 unit of resource to check stats..that way we could rely on harvesters...
grrr, stupid lack of editing/delete feature
eleanora, you're 100% correct
Sounds like you want to be able to be self sufficient for everything. You dont need to be a rifleman AND a combat medic AND a master surveyor. This game was designed around people relying on other people.
I'm happy with my Master Doctor, CM and Carbineer combo using harvestors for all my resource gathering.
Shuey wrote:
Sounds like you want to be able to be self sufficient for everything. You dont need to be a rifleman AND a combat medic AND a master surveyor. This game was designed around people relying on other people.
I'm happy with my Master Doctor, CM and Carbineer combo using harvestors for all my resource gathering.
I disagree with you. Well first of all, this thread is sort of less applicable to the doc/CM combo, because they do not feel the tension of not being able to master a combat class as a combat medic. Either way, you're points are still valid. However, the interdependance of class to class interactions is only meant to go so far. Combat medics are the ONLY class the relies so heavily on another class for something that without it, it is completely unplayable (this is if you did not have any survey skills, assuming you got master rifleman instead). First of all, some one said that you should just find a PA to join to give resources you need. This is not as easy as it sounds. First of all, PAs generally are not public access, and since combat medics as they are right now are no more desirable (probably less so) than a doctor (who can revive) in combat, I don't see the greatest demand for a combat medic in PAs. The skills are buggy, and a combat medic would require alot of services from the PA (like setting up a special fungus/radioactive/liquid petrochemical harvester and a food chem factory). And there is the assumption that every PA out there is a smoothly run organization that always provides for the players when needed. The large PAs usually are pretty good, but this is definitely not the case.
The question about interdependency between classes: The game is designed around to have players interact and depend on each other. This means that occasionally a class needs to get something from another class to help itself move forward (armorsmiths needing tailor made goods, tailors needing bioengineering tissues for powerful clothing). I do not think that SOE intended that one entire class, Combat medics, should be a complete leech for everything that it needs. Without survey, combat medics couldn't even set up their own freaking harvesters. Imagine finding someone to search the globe for a good spot for fungus and radioactives and liquid petrochemicals and aluminum every time the resources change. This might tell you how much combat medics would be dependent on others if they did not have survey.
I think that SOE should make medical forage into a usable skill as one solution. I think that we do need a way to survey for our resources since we ARE a crafting class, but with NONE of the benefits (i.e. a survey skill and a market for our goods - since no one can use medicine except for us). The other solution, which i feel is more likely from SOE who doesn't listen as often as it should, is to give medics a way to just use the survey tool to find percents but not sample. This would at least allow us to plop down harvesters every time it changes around. Even though I think that it is unfair that medics are so harvester/factory dependant, since we can't sell our crap for maintenance fees like every other class that requires harvesters, I would be willing to have this rather than nothing at all. The issue is not really huge for me now since I am not a master rifleman, and have not come down to the point where I have to sacrifice my survey, but I will soon be, and then what will I do?
Leha
Oh another thing Shuey, you said that you were satisfied being a carbineer doctor and combat medic: there is no way that you could master combat medic and doctor and be anything more than a carbine specialist. You couldn't even have novice artisan. Are you trulyokay with having to get all your resources by payingvastly overcharged prices at the bazaar for all your medicine crafts? Especially since the good doctors and combat medics are the ones that go out of their way to find the highest quality resources for their medicines (advanced components) - you would not be as effective in intense combat without them. How do you really expect to find these things without eihter having a survey slave or a really good PA that will get them for you because you are the best doctor they have ever seen? The market for medic resources will never grow, or will grow very slowly, because medics never have as much money as the other classes that frequently buy resources at the bazaar. Now seriously, when was the last time you saw a big amount of fungus being sold at bazaar for maybeless than 20c a piece? Maybe you don't intend to master combat medic, but trust me, as it is now, the class is not worth it without mastering it. So the point is, is this inter-dependance, or did they really just design medics to be the parasites of the star wars universe?
Leha
of yall havent realized this, then you better start to, this game is meant to make others rely on eachother. pvp for example, dueling is not balanced at all, thus you are forced to hunt in groups. people need mind wounds healed so they have to go to entertainers. someone wants a house they have to go to an architect. someone needs their wounds heal they must find a doctor, a combat medic wants resources he must find an artisan.
if you ahve done character builder you should know you can master medic, combat medic and one gun class (me pistoleer) and have 4 points left *that you cant use). so what does this mean? you get to be friends with an artisan so that he can at least tell you of a location to put a harvester. so far i have h8ad no problems getting resources and never bought any for medic stuff. i jsut have a friend go survey and email me a waypoint. in return i help him pay for his harvesters which in return i get houses and more harvesters myself. what i am getting at is this game is meant for players to reply on players. certain classes are more independent than others yes, but no matter what you do you could never play this game without interacting with another person. you must and are forced to interact, get used to it. become friends with an artisan and your problems are solved, simple as that.
A possible solution could be to spend about a week, 2 perhaps, making a stock of around 20k of the materials you need the most, placing 3-4 harvesters in a few key locations around the galaxy, with that kind of materials available to you, there is no point in bothering about much more surveying/harvesting... reset skills, advance in whatever and enjoy. -not like its gonna hurt you too much to wait in that time to master another profession.
Alternatavily make friends with a weaponsmith, artisan or whoever does a lot of surveying, tip them a bit to do your research and put up harvesters where they do, if you have someone in your PA who does a lot of harvesting im sure they will hand on a WP when you need it, this way you can keep supplying the bazar with sellable resources to keep your pocket loaded... -as for therare resources, buy them orbuild a lasting stock as i suggested in the above.
If you don't want to spend points in artisan then use the bazaar that's what it's there for. Yea it's expensive and yea it's not always reliable but it also doesn't cost you any skill credits and you don't have to fool with harvesters and other assorted machines.
End of problem.
This is a duplicate from the medic forum.
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With a recent change in creature handler they made is so that pets did not auto full heal when stored, instead required that they be healed. Well a bunch of CHs complained that they had to take basic medic just so they could heal thier pets, and on Friday it was removed so that medic will not longer be needed to make stimkits that will work on pets. So it looks like massive posting will make changes to this game.
Well we who take medic/doctor/combat medic have to take artisan just so we can do survey/sampling. So what is needed is that we all create seperate posts to the main boards and other locations asking that we get sampleing/surveying capabilities added to the basic medic tree.
Lets not go for something major, and remove the benifits of taking artian; however something that would just remove the need of us to have artisan but would allow us to perform basic sampleing/surveying would allow us to spend spend 25+ skill points on different skill in the medic trees, and who would not like that. So something like giving us the equivate to a surveying I(with the use of all tools) at the master medic level would solve that problem, and by the time you get that level you show you are dedicated to the medical classes, and would start wanting to use thoses skill points in other things.
So everyone start posting and we will see a change.
Giving away wound-packs for tips is a pain.