Combat Medic Archive
Thread: My post about CMs to the development/discussion board
1st: sorry if this seems like spamming
2nd: the difference between Artisian based Crafters and Medic based Crafters is that the Artisians get Survey and Medics don't. So what is not an issue to any Armorcrafter, Weaponsmith, Tailor or Chef is one for a Combat Medic, who has to use at least 15 of his few remaining skillpoints to take up Novice Artisian if he doesn't want to totaly rely on the Bazaar and as it currently is, you can not totaly rely on the Bazaar.
the problem is, that Holo already frowned upon the most logical solution; to change medicalforage to work like survey ,)
where do you get this 15 skill pts available information from?
In order to become a Master Combat Medic you only need this:
77 pts for Master Medic
29 pts for Marksman Ranged Support 4
63 pts for Master Combat Medic
This does not give you any weapon skills but this is what is required to be a Master Combat Medic. So that leaves you with 81 pts to invest however you want. This means you could get Surveying 4, Hunting 4, or anything else to further modify your profession. I said it's not a class defining issue because the complications of harvesting specific resources from specific planets is in all higher end draft schematics. As far as factories go I know of many medics on my server, even on my planet that have them. It may take a while for some servers and planets to get to that level of advancement but it is possible. Granted the specifics of it for a medic makes life difficult but not any more so than it does for a Weaponsmith, or a Droid Engineer. Yes they can survey, but so can you if you want to. /Medicalforage I believe was intended to be a sort of last ditch effort to locate materials you need, not to be used as a primary means of locating resources.
What I believe to be the major issue with Combat Medic Crafting is that we are forced to start over with experimentation pts and crafting skill whereas Doctors are not. This is not in line with all other crafting classes. They max out their base profession crafting at Master and start over in their elite profession. With medics we max out with Master Doctor for basic medics & doctor meds, and Master Combat Medic for CM meds. This needs to be addressed to make Doctors have to go through what all other crafters have to.
A Master Medic should be able to make the strongest possible Medic schematics, a CM should be able to make the strongest possible CM meds, and a Doctor should be able to make the strongest doc meds. Like all other crafting classes. This is the issue, not resource collection. That's a much broader issue that I am not going to even try to address with my weekly reports.
uh, i said 15 of his remaining skillpoints, not that we have 15 skillpoints remaining.
and believe me, I calculated up and down what Skills i can and can not get ,)
Yes they can survey, but so can you if you want to. /Medicalforage I believe was intended to be a sort of last ditch effort to locate materials you need, not to be used as a primary means of locating resources.
Medical Forage never worked as anything, except as a resource source for newbie medics when Stim A's were costing 3 random organics
What I believe to be the major issue with Combat Medic Crafting is that we are forced to start over with experimentation pts and crafting skill whereas Doctors are not. This is not in line with all other crafting classes. They max out their base profession crafting at Master and start over in their elite profession. With medics we max out with Master Doctor for basic medics & doctor meds, and Master Combat Medic for CM meds. This needs to be addressed to make Doctors have to go through what all other crafters have to.
The problem is correct but the goal is not from a CM pov. To us as Combat Medics it doesn't need to be adressed to effect Doc's, it needs to be adressed so we get the skills we are supposed to get without having to take Doc Crafting ,)
A Master Medic should be able to make the strongest possible Medic schematics, a CM should be able to make the strongest possible CM meds, and a Doctor should be able to make the strongest doc meds. Like all other crafting classes. This is the issue, not resource collection. That's a much broader issue that I am not going to even try to address with my weekly reports.
well it becomes an issue, since our schematics require certainresources and certain attributes. the problem is that some of those required resources never have some of those attributes. It's the same issue as the Weaponsmiths requiring Plumbum Iron for certain weapons when Plumbum Iron is one of the worst Conductivity Materials every time it is found. And i won't even go into Potency which is an Attribute that was removed from the game except from our Schematics ,)
My biggest problem with crafting and the artisan issue...
why is it that all other crafters (excluding Bioengineers who are technically medics) can use asurvey tool to find resource veins and pull a sample, but we cant?
Other Crafters are novice artisan which lets them use survey tools and have basic surveys skills...but medics have to spend 15 points to get that ability and we craft?
So if i didnt get any artisani cant even rely on harvesters because 1) i cant see the veins to place a harvester...2) i can even pull 1 unit samples to see the stats on the resource...