Combat Medic Archive
Thread: Combat Medic Issues Breakdown: Issues 1 and 2
Rikilii wrote:
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.
Zarlor wrote:
My take on these would be:
#1 Interdependecies
I think we are looking at seperate issues here. One would be the resource requirements (which could, IMHO, be just as easily taken whole cloth from the Doc ro Medic issues lists as fully applying to CMs as well.) Asking that there be more dependincies from other professions on CMs would be a seperate issue from that (we tend to get better results the more granulated and seperated the issues are, from what I have seen.) The DoT addition for weapons would certainly be a seperate issue from these, even though it could be considered related. No reason why you couldn;t bring up in that issue that it might balance dependencies a little better if such a thing were implimented. In all, though, I think the best that might be achieved by increasing dependencies on CMs would only be "spreading the pain" of what we already have to deal with on the resource issue. THe only real way to level that playing field, IMHO, would be to make resource gathering a completely seperate profession from both the scout and the artisan lines, then ALL of the crafters would be in the same boat... OR provide some better compensation to us for not having the ability to get our resources from within our own skillset.
Err, huh? All you typed is nice, but the fact remains we have no products to sell from our combat medic class, nobody needs our goods, and our services are limited to mind diseasing in cantina's. Medics can make stimb's just as good as we can, and both of us make crappy ones compared to a doctor. We are a true hybrid profession, half crafter, half combat. The thing is, our combat skills from CM alone only allow us to draw whopping 1-4k missions, and nobody wants our craftables other then fellow combat medics.
Your post is off-target because we cannot sell our craftables even as a master, an architect can, a weaponsmith can, a doctor can, an armorsmith can. Resource gathering is neither here nor there for this topic, the fact remains we have zero sales outlet for our combat medic craftables other then to people who share our profession. That itself is ludicrious. Do weaponsmiths set up vendors to sell products only to other weaponsmiths? (insert any other crafting profession for weaponsmith if you wish). Of course not, and that is our problem, that we need to be fixed.
Z is simply saying(correct me if I'm wrong here, Z) that there are two different interdependency issues here. One of resource gathering(which effect all Medical Professions) and one of Interdependence in the form of other professions requiring something from us as we require something from other professions.
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?
I think that making Docs dependent upon us for components should be a separate matter. This to not confuse it with the fact that we really do lack any appeal to the other classes. Our area heals would be welcome on missions, if not for the fact that buffs more or less negate the need to get healed during missions. Our wound healing capabilites are the same as that of a Medic (and lesser than that of a Doc), making us redundant. And we have nothing to sell to anyone else than other CMs.
What I would like is to have something that made other classes dependent upon us for something. The idea for resist-buffs is one of the things that could solve this issue.
Though the matter of resists would have to be looked into deeper since we would get a conflict of intrests here. Maybe the entire resist system would have to be looked over.
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.
In part this could be solved by creating more interdependency with the other classes. Give us a craftable or service to sell so to speak. The other part of solving would be to make the "Destroy missions" acknowledge our poisons. (Though poisons sorely need to be scaled upwards in PvE)
Money is an extremely important issue to most Combat Medics. We have allthe expenses of the crafting classes and none of the gains. Therefore this should be a top priority.
Message Edited by vortexala on 03-15-2004 04:05 PM
I don't mean to suggest not having saleable goods is not an important issue. Only that it is a seperate one and would likely be best presented in that manner.
I also realize that there are those who would disagree about the need for the medical professions to have an issue with resource gathering abilities, yet the issue is not only constantly brought up on all 3 of the medical profession forums, but it also consistently ranks as a Top 5 issue in all of them. The question of which is the horse and which is the cart is certainly debatable, but the polling clearly shows the vast majority of medical professionals consider the resource issue to be a top issue and as such, no matter that some may disagree, it is our duty as correspondents to understand and represent the majority position, as well as the positions that are counter to it (you'll notice that I offer links in the resource issues on the Doc and Medic forums that I tried to write up based on Medic and Doc positions and those links, I believe, hold some fairly lively discussion well covering both sides of the issue so the full viewpoint can be maintained.)
So while we may disagree as to which of these issues is the cart and which the horse (or even if one or either of them is an issue at all), and therefore which should take precident,will likely always be a point of contention, it seems to me that my primary stance here is that these are still best presented as two separate issues and that CMs should be able to vote on and decide for themselves which of the two is more important to them. That is the point I was driving at, not to push one part of the issue over the other.
Menoetius wrote:
My alt is a Master Doctor/Master Combat Medic, the Interdependency would not bother me in the least.
I have found if you make a high quality product and sell them at a fair price you can make good stable income.
I sell my poisons and diseases to a select few client and none to the opposing faction (I'm up front about this). On the weekend I sold roughly 150 poison packs for just over 500k.