Combat Medic Archive

Thread: /medicalForage proposal

VTmoon
Tue Nov 23, 2004 10:09 am
#14

I thought the Idea was proposed back in the day. I honestly think it would be awesome, and have the items looted have the potential of being awesome so maybe you can loot a component that can help you make a 2k base stim d or something like that. But I think it's a really good idea to help the new players come into the profession.




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Jagii
Tue Nov 23, 2004 5:42 pm
#15

Hey MasterNerfSlayer, maybe I was unclear. I didn't think that changing the stimpack A schematic was a good idea.

I suggested making an entirely NEW stimpack, one that was equal in power to stimpack A's but required only foraged materials to craft. This way new medics can make the meds they need, while all of the other stimpacks and their uses remain untouched.

= Andrew
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Jagii
Wed Nov 24, 2004 1:03 am
#16

I just read the information posted at the end of the "Medical foraging needs some love" thread. There are some good ideas in there. The one I like the most was the one about making foraged items as the only components needed in stimpack A's, and making less of them required for higher level meds.


The second part I don't quite agree with. I'd hate to have to be forcedto forage for materials to make higher level medications. A good alternative, I think, would be to add a schematic to the novice medic tree that allows a medic to craft a stimpack (similar in power to stimpack A's) using only foraged goods. This way, a novice medic need not survey or harvest for resources, but will be forced to obtain resources later when he/she wants to make higher-level medicine (or if he/she prefers to purchase resources rather than foraging). At this point, it would be great to have foraged items act as optional medicine components so that the /medicalforageability is still useful for high-level medical crafters.


= Andrew

Chilastra.Palacek



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ImBroken
Thu Nov 25, 2004 8:15 am
#17

How about making it forage say 100 units of the item say 9 out of 10 times foragelow/med quailtythen the other 1 time forage med/high quality. Also foraging on specific planets and/or in specific places on the planet you can forage Lok wild wheat, talusian water vapor and the like, or just have random spawns of the item on the appropraite planet.
Jagii
Thu Nov 25, 2004 3:06 pm
#18

Maybe it would be nice if you had the option to specify what kind of item you're foraging for? For example, if I did "/medicalforage organic," then I would be more likely to get an organic resource rather than inorganic or loot (if organics or loot are ever made viable pickups of the /medicalforage ability).

= Andrew
Chilastra.Palacek



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MasterNerfSlayer
Thu Nov 25, 2004 5:31 pm
#19






Jagii wrote:
Maybe it would be nice if you had the option to specify what kind of item you're foraging for? For example, if I did "/medicalforage organic," then I would be more likely to get an organic resource rather than inorganic or loot (if organics or loot are ever made viable pickups of the /medicalforage ability).

= Andrew
Chilastra.Palacek





We have to be very careful not to step on the toes of the survey command, and we definitely can't specify quality. Having options to specify organic or inorganic though leaves the question of when loot would appear... giving the option to forage loot specifically would probably make the command too powerful for a novice command, but it's still an idea, and something to be discussed if I can actually get some developer attention.




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Travin64068
Mon Dec 13, 2004 9:54 am
#20

I had this proposal for making /medicalForage a useful skill for Medics.


http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=10965


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CTRL_ALT
Sat Dec 25, 2004 11:36 am
#21

It would be pretty sweet if you could cut open a slug you find, excrete it's fluids and use those fluids on some sort of a concoction for a healing agent. Or gathering different and various herbs that heal or give small buffs. This would be pretty fun if there was a ton of content (many different types of small critters, herbs, plants, different affects for healing). And all the while getting experience with this would be great...being able to mix and match different ingredients and find different results, this is what a true medic would do out in the field and I think it would be great fun.



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Mirkwoods
Sun Dec 26, 2004 7:47 pm
#22


I am not a doctor, or medic, (In fact, I don't really know all the differences in the two things...) but I thought of something that I thought could be a cool thing for you guys in the game and actually make things new for a while. This would also affect everyone else in the game to different levels depending on the professions of the people.


The proposal is:


Viral Infections.


Here is the scenario. A character walks by something (for example, I'll say the blue glowey core of that one temple's center) and they are exposed to some sort of disease. He is not affected immediately by the virus {gestation period} but is a carrier. There will be no way for anyone to know wether or not people are arround are infected. When you go close to an infected character, you make a virtual dice roll and if you lose it, you get the infection. All virus work differently, so some characters may be immune due to things like their species, sex, or some other logic variable. Some people could be infected but not get the full on disease, and just be carriers. Females could carry a male disease, or Trandoshans could carry a wookie hair loss virus, etc. Some virus perhaps can only be caught by going into a certain area, and not be contagious at all.


When the virus becomes an infection, there would be a mark beside the person's name. maybe a v? Then you would know that you were infected. Over time, the viruse effects your ham bar, and your avatar's physical appearance. (For example, a character infected by the blue glowey core might start growing blue fuzz in their crevaces, and eventually perhaps a blue hair looking stuff.) Doctors/Medics could treat the physical maladies immediately with an innoculization drug that they can make. Image Designers can fix the physical changes, but they come back, faster if the virus has gone further on in it's life.


Eventually the virus would be cured, hopefully by the doctors in quests. (Some of these can include other players and job types) Then, an Imperial Medical Corps person (probably located in your major medical centers will give you the innoculant. If not cured for a long enough time, the virus might just cure itself, depending on the parameters put into the particular virus.


To prevent this being one use material (like the ill-fated monthly story arc)the viruses could continually mutate and others could come into existance. Then characters can be cured completely and either keep or change their new physical appearance. This could lead to some infections being purposefull. (Trandoshans could get a disease {originating from Barabels} That gives them a reall cool scale pattern and color combo that usually can't be gotten.)


Outbreak:


It starts as described above, but when it reaches some predetermined ammount of infected players, our load screen will announce an outbreak, or epidemic depending on the percentage. This will tell the doctors and medics where to go to begin quests looking for a cure to this disease.


Treatment:


Doctors and medics can craft a new machine called a innoculant component annalyzer. (A better name can certainly be came up with)Also, anInnoculant injector. With this, these can put a sample of the disease taken from an infected character, some water and a resource of one type or another. You then get an innoculant, which you can use to treat the analyzed character. It will tell you how good that resource and the water used treat that particular disease. You can then go to the Imperial Medical Corpse rep and he will pay you for your results. He will tell you that their people will get to work analyzing the component. The doctor could always tell a doctor asking him what resource is currently believed to be the best for treating the current virus. Master doctors and perhaps medics could cure your virus once the best resource has been found, but others cannot do it until the innoculation has been found.


Quests for medical people:


The Imperial Medical Corps rep. will send doctors on quests to find out things about the disease. Some should be simple enough for novice medics and others will be harder for master doctors. Some will be based towards group usage as well.


Cure:


The quests will be rated for so many points done for each level of quest and when a certain percentage of medical people have done them, (or perhaps just a pre-set number of people have done them) the Imperial Medical Corps will announce a cure and start spreading an innoculant for it to any medical player whom will pay them a fee. This can be used in the injector to cure the current virus. The innoculant will also cure all previous virus as well, as well as make you immune to infection. The lowest level doctors will be able to cure the virus at this stage.


Galactic Civil War:


He is an Imperial Medical Corps. Representative. Perhaps the Rebel alliance could have their own version in larger Rebel bases and it could be a race to see whom gets the cure first. Think how the Empire will lose face if the rebels get the cure first! There could be a factional perk of letting the side that found the cure getting to have it before everyone else gets access to it.


Resource: The one resource that is the best could be anything. Perhaps even some metals. I feel that fungus will be able to be used here. I also feel that the actual stats of a resource will be unimportant here, just it's affect on the virus in question. This will create a suddenly very valuable resource once it has been revealed.


Anger of infected players:


Some will be, but this is a way to keep people connected to the rest of the community. This will also make throwing in storylines pretty easy for each disease. (The Empire could actually have made one that only affects non-humans {and non-Zebraks} due to the Emporer's dislike of alien species. [I know this is a storyline from the X-Wing books]) Also,doctors at all levels should be able to treat the symptoms of the disease for a certain ammount of time. People could get these like they do buffs now, to get rid of the affects of their virus for hunting. The ammount of time will be determined by the level of the doctor and also how good the resource being used is.


I just thought that I'd put this out there and see what people actually in the field think about it. Thanks for reading it.



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Shadine
Fri Jan 14, 2005 7:32 am
#23

as far as the medical forage goes, perhaps medical could harvest "natural remedies"


then at higher levels of pharmacoligy they can distill these to supliment the need for other loot factors like Janta bloods etc.


I agree that it is crazy that novice medic can't find some reasonable amount of medical materials


perhaps a random of up to half their forage skill in organic materials or some number of alternative medicines. I support the alternative medicine theory so that way you don't have artisans up in arms about harvesting. Perhaps make them part of the normal scout harvest, just let medics use the items for healing purposes.


Scout foraged foods are worthless as they stand. Due to the Chief Revamp.
Combat_Medic_to_be
Tue Mar 15, 2005 10:43 am
#24

I'd like to see medical forage return components rather than resources. These wouldnt be your BECs etc. They would be plants that can be used in place of the subcomponents. The stats on these would vary greatly but would not be better than items crafted with the best possible resources. This way medics are still dependant on other proffesions for the resources for the final combine but they have the ability to reduce the amount of resources they need to gather or purchase.

I'd certainly have used medical forage while working on medic if it worked in such a way.



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