Combat Medic Archive
Thread: LOL what a laugh (repost)
I was thinking about this a couple days ago. I totally agree with the idea that medics should charge for their services for several reasons.
1) Medics spend their time foraging / surveying theirOWN materials, crafting their OWN products, so they can sit in the med bay and administer to the fighters who come in non-stop. Just like RL (and no SWG to me is not RL) You get sick... you visit the medic.
2) Medics generally are not physically capable to do too much fighting for big money missions.
3) Tips are generally scarce. Yes, there ARE people who tip and a big thank you goes to those who do, but overall tips are not that common. On personal basis, I may get tipped 20 - 100 creds for every 8 people with EMPTY bars. (Almost never for easy heals)
4) Plus, we have to deal w/ moody patients who want heals NOW regardless of how many people are sitting in the med-bay. Then cuss us out when we don't drop all the other patients, who have waited in line,
Overall, I think it's perfectly fair for medics to charge. I have been hesitant about the whole idea, but that I see that others agree with me I'll probably take up the practice.
Wes
So you find it funny to gauge the prices (1200 for a full heal OMG) and to monopolise healing by controling other medics - thankfully many other people will be laughing soon, because the time is changing, in Bestine hospital there are already people COMPETING for healing exp, because there are so many high-level medics
I hope Goohe doesnt make his way to Eisley. Its a very different atmosphere. I never ask for tips when im wound tending, but I politely accept them. If someone walks into the med center with full black bars, they'll need more than healing, some game tips might be just as much a help. Most of the medics in Eisley actuallyswarm customers as soon as they enter the med center, when it gets that crowdedI just head out to the bank/marketwith my mouse driod and start healing people while they shop. I usually make more money and xp over there anyways.
Wier - tatt/eisley - bloodfin
Heya, i'm not a Med Center camper either, actually i m doing this when i need to heal myself or my hunting group or fellow rebs. I think there s different steps on being a medic, all with different needs.
At first you d like to earn some money to pay for your Skill Boxes, then you need exp, then money...
Exp in the med center is imho a slow but safe way to earn exp. I like it more on the field. If i need money i do missions. And actually i did pay all my way to Master Medic with the missions i've done and very few from the tips. The server was just starting, and we couldn t expect people who can hardly pay for their Skill Boxes to pay huge tips for services. I just let them pay what they could atm, no need to, just tip if you want. Sometimes we shared the fees with another medic to pay a new skill box, available for all who needs after that.
I ve seen some guy running for mission just to tip me 500c for the time i ve spent healing them. I think that worths way more than 1.5k fee.
There's 2 points here, i can understand a full time med center medic asking for a little fee, it takes time and it can be boring to wait in the Med Center clicking away for hours. But even there, i like tips better than a fee, i'm sure trading Ressources for heal is a way better market too.
I'm not charging for getting exp. I'm not enforcing any rules about who pays get healed first. But in an other hand customers don t have their word when i need to leave and do my stuff. I rarely do before i complete my healing, but it happens.
What s the good point here ? I can easily find people to group with, i'm independant and i m having a bunch of friends.
Kitsu Heaven, Viva la Rebellion
Mapl3 is the same guy that posted about Ninja Healers on the medic boards. That didn't go over too well.
The one word that comes to my mind about Mapl3 is...greedy.
Yes, the way the guy asked for a heal was incorrect, but the way you treated him in retaliation was incorrect as well. Another word comes to mind...childish.
On the getting payed for the services rendered healing wounds...
One can not expect the entire medical comunity to agree on this because there isn't just one type of healer. There are two ways ways the healing novice medic can go: Doctor and Combat Medic while both can heal they each have the better ways of making money.
Unlessa Doctor has a pet surgical droid a Doctor's place is in the hospital or in a camp. I think a Doctor's true specialty is tending to the wounded. Considering that one can not heal wounds unless in a hospital, campsite, or near a surgical droid then it is feesable to me that they would ask for payment for their services.Having a Doc healingcuts down on the amount of time a patient is getting the wounds mended, and everyone needs to get wounds mended from time to time. If a Doctor is stuck in a hospital all the time how else would they be able to make their next set of meds without getting some form of supplament from those that they help?
A Combat Medic's place is out in a group making sure everyone stays alive and fighting. Not having to be almost on top of the person they are healing is the key for them. Ranged support doesn't do much good when your range is point blank. Doing destroy missions provides more than enough credits to fund the necessary medicnes. Why should the Combat Medics ask for payment for healing a wound when they make plenty of credits on missions?
My suggestion would be the Combat Medics send the wounded from the field of battle strait to the hospital or campsite to see the Doctor to get the wounds taken care of. Or take your wounded self there with the group, and as the group's medic, remind them to /tip the doctor. The Doctor would have them in and out, while the combat medic would have them sitting there for a while.
I understand that Canadians may feel that medics and doctors in SWG should not ask for payment for services rendered because they do not pay for healthcare in real life. The problem with this system is that in Canada, the government pays the fees which the medical communities charge. Canadian healthcare is socialized, meaning the government determines what each service costs and then pays that amount to a doctor every time the service is rendered. The public pays hefty taxes for this service. Nobody pays taxes in SWG, there is maintenance, but not taxes. The government does not have a system of reimbursing a medic for socialized healthcare. Therefore, this isnt really a good reason to expect free healthcare in the game.
XP is payment enough: That is an interesting concept. I suppose that there would be no complaint if all of the missions one recieved at a terminal offered no payment because combat types should go and kill lairs and deliver crap out of the goodness of thier hearts. Think about this: Destroy a Gorg Lair. 1056m NW, Reward:Whatever XP you get killing gorgs should be enough!
They could easily go do missions: Here is the paradox. While doing delivery missions, a medic is making money, not XP. While spending the money they make in delivery missions, a medic makes XP. Now instead of wasting this time, a marksman/brawler could go do delivery or combat missions for money, and then come back and PAY for his medical service, then the doctor can heal faster, and is in the med center to heal when needed, the fighter is out killing stuff and spending less time looking for a medic, and the system works believe it or not. A noob fighter could do 7 destroy missions for 7K before needing a real heal from a medic. charging 1000 creds to get rid of half black HAM worth of gangrene infection is not a big deal when it preps that person to go out and make 7K more what will really blow your mind is that a doctor can heal 7 badly wounded fighters in the amount of time a fighter can do 7 destroy missions if they are well placed so hey, thats 7K for the doc too, then the doc runs to the cantina to watch entertainers and tip them 1000 for all the mind wounds taken while healing. This makes for a healthy economy where payments are made for services rendered.
It is purely capitalism! Dont be a communist, there is no government in SWG to support it hehehe.
on the other hand, you can always choose not to heal wounds.
i don't even care to mine for metal until i need it for CM stuff and i have no problem getting the cash and exp i need doing destroy missions with friends or with my faction pet.
All you people complaining about tipping medics, obviously haven't played as a medic.
I have sufficientmedical skills to completely heal myself, and anyone else I choose to heal, but I am not primarily a medic, I am mainly apistoleer.Yes I can sit in the med-center, and heal myself for free, but I don't get XP for it, so I would prefer someone else do it, so they can get XP. I can heal myself perfectly well, and I still tip when someone else does it for me...
Hey if your crappy 500-2000 credits mean more to you than sitting in a med center for 5-10 minutes waiting for someone to get to you, thats your choice. Personally I prefer minimal downtime, and am more than happy to pay for it.
The same thing goes for entertainers in the cafe, if they are flourishing, they get bigger tips, because they heal me faster.
The same for trainers, if you take the time to train my skills I'll usually tip you at least 1000, and often half the cost of paying for the NPC trainer.
Being generous makes your SWG life much easier. Bieng a tightwad or biengan a$$, means you wait in line.
Let's break it down this way...
Scouts get money for selling hides/bones/meat, which gives them XP.
Brawlers and Marksmen get cash running destroy missions, and looting Humanoid MOBs, which gives them XP.
Artisans get money from crafting items and selling materials, which gives them XP.
Medics and Entertainers get XP from healing you... (See the issue?) PC's are the cashflow source for entertainers and medics. There are no HMO's in SWG, so you have to pay for your own health care.
BOTTOM LINE:
Tip your health care professionals, the life they save is yours...
I am combat medic (which has prereq Master Medic) is that good enough ?
> The same for trainers, if you take the time to train my skills I'll usually tip you at least 1000, and often half the cost of paying for the NPC trainer.
Already there are people running around PAYING to train someone - you need 620apr. exp to get master, and if there is noone to train - tough luck you do not advance.
Here is the big difference between medic(and to a lesser degree entertainer) and all other professions - if there is no people around - you don't progress in your career! Scout can kill/harvest/make camps, combat types can kill NPCs,artisians craft happily or mine resources, for medic to progress there need to be SOMEONE to heal. By charging money you decreasing number of people who will come to you and will not progress as fast as someone who heals for free, then when he becomes doctor (or combat medic) he will be able to heal much more efficiently than you and much faster those farther decreasing EXP you are gaining. It's clearly seen on starting servers / big cities, when it's not uncommon to see 3-4 medics in med center with 1-2 pacients getting healed in a minute.
> Being generous makes your SWG life much easier. Bieng a tightwad or bieng an a$$, means you wait in line.
Your argument works both ways, medics demanding heals are tightwads
> Brawlers and Marksmen get cash running destroy missions, and looting Humanoid MOBs, which gives them XP.
Medic+(Braweler and Marksman) do MUCH better doing destroy missions than just marksman/brawler. I am teaming up with people all the time to do missions,
Compare: 4 2500 missions with no downtime - 5000 a pop + HUGE exp for both of you.
2 Missions 1500 with potential downtime if something went wrong - 3000 a pop - mediocre exp.
> Medics and Entertainers get XP from healing you... (See the issue?)
PC's are the cashflow source for entertainers and medics.
PC's are provding EXP, cashflow should be coming from other sources (I recommend destroy missions, but there are other ways of course, for example you probably have Artisian skill to craft medicine, why not put a harvester and sell 1/2 of your resources for profit?)
BOTTOM LINE:
EXP + teamwork (group work) > money