Combat Medic Archive

Thread: Give us some sort of marketable item!!

Oracul
Sat Dec 06, 2003 4:20 pm
#1

We need some sort of item we can sell to all. I am not a master doc/cm therefore my regular stims are only mediocre compared to a master docs stims. Our poisons/disease can only be used by other CM's, and there just isnt enougnh CM's around to justify making mass quantities of them to sell.I think making poison attachements for weapons would be a great idea. Or poison resist attachments for armorsmiths. It would be cool if CM's could work hand in hand with BE's in creating poisonous creatures.(maybe we could create poison/disease tissue for pets(lol...a poisonous durni or something)Please let CM's in on some of the cash flow. I spend so much time(and money)harvesting "rare" resources, its depressing having all these resources and not being able to create something really nice that everyone could benefit from. ( I am sure that there are some CM's who have some luck selling items on vendors...my hat is off to you!!)

BuB64882
Sun Dec 07, 2003 1:25 pm
#2

Interesting ideas. I agree that CM's are far down the cash flow stream. I think the best way to make money is to group and mission. Keeping Commandos alive when the agro the whole nest of Voritors on Dant should be worth some credits. When creatures stop tanking, we may see more demand for us, and not just the buffing/poison and disease curing docs. Right now, I would rather have a Graul and a Doc than a CM.





-Sereena Teal
jhh
Mon Dec 08, 2003 11:46 am
#3

Here is an idea for you:

http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=17000

That references some looted weapons with poison charges on them. How about us getting the ability to manufacture some sort of powerup type item, a sabot round, or even a weapon component that adds a poison DoT to weapons? Just needs some sort of penalty (higher HAM costs, lower number of uses, etc) to keep from being too overpowering.
SpinalInjury
Mon Dec 08, 2003 12:22 pm
#4

Interesting idea, but I think it would ultimatly cause 2 things to happen.

1) People would flood into the CM profession to craft these

2) It would eventually unbalance the game



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
darkjuan
Tue Dec 09, 2003 1:10 am
#5

I think it is a great idea too! And to keep everyone from rushing into it, they should wait until you reach the 4th tier on the crafting tree to make them. The crafting takes way too long for anyone who doesn't take the profession seriously enough to become one.


T'yr-Elan -shadowfire-


CM 2/2/1/4 Marksman 0/4/4/4 CH 1/1/0/0 Scout 4/0/4/2 Novice Doc 0/0/0/0




T'yr-Elan -GLA-
Mayor - New Galactica, Naboo - Shadowfire Server
Master Swordsman
Future Shipwright










.
Coachjohn
Tue Dec 09, 2003 9:46 am
#6

I agree that those are some nice ideas but I am so sick of hearing people whine about not able to make money with CM. Guess what CM is not a skill you can use to make cash, just like an entertainer can't or doctor is not a class you can make cash in until you get master(unless you sell stimpacks). CM is not a stand alone class like the fighting classes. Its a support class, granted its probably the strongest support class in the game but still just a support class. Don't plan on making tons of money with it unless you pair it with a fighting skill. I am one of those people that have 2 accounts, I make tons of cash with my fighting char and hardly any with my doctor/CM combo char. But I actually have more fun playing the doctor/CM but he has very little cash so I understand the frustration that you may have with that. When it all boils down, if you want cash don't go CM. One thing you may try is asking someone with a high combat class to group with you at the mission terminal so you can get higher paying missions then disband while you run off and do them. If your in any kind of PA it should not be hard to find someone to help.
Page 1 of 1
Previous Next