Combat Medic Archive

Thread: Should CMs have their own set of components based on CM experimentation?

Tasmen
Tue Jul 22, 2003 1:49 pm
#1

I agree with you about the poison/disease components. You really should not get those until you are at least a Novice Combat Medic.


On the other components, though, I'm not sure I want a whole new set of components specific to CM. I'm not sure how easy or hard it would be to do in the code; but, I would think that experimentation could do a check on both Medical Experimentation and Combat Medicine for shared components and either add up the two (which could be fun ) or pick the greater of the two as the base experimentation value. A simple and/or/if type situation could work well.




~~ Valina Raeta -- Master Combat Medic/Doctor/Pistoleer (Chilastra) ~~
~~ Selling Ouchless Band-Aids For Your Owwies~~
~~ -304,-5896 South of Coronet, Corellia ~~
~~ -4337,-2425 Just outside Imperial Outpost, Dantooine ~~
Elenora
Tue Jul 22, 2003 4:30 pm
#2

bump for the new correspondent to see



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Wed Jul 23, 2003 12:57 am
#3

I have posted in previous messages that one of the major problems for the playability of the CM is thatcomponents are linked to the medic/doctor line of experimentation. Thus in order to make the best components for your CM packs requires you to master the doc crafting line. In order to resolve this situation, I propose that the CM specific components (infection amplifier, dispersal mechanism and resilence compound) be entirely removed from the medic tree and added to the CM tree. These schematics for these components should be recieved when one becomes a Novice CM. Thus this would link these components to the CM experimentation tree.


Now the tricky components are those we share with the doctors (BEC, LS, CRDM). These are used by both professions in creating stims. Thus it becomes tricky to figure out a way to link these components to CM experimentation while keeping them within the doctor tree. My solution would be to create a whole new set of stim components that are used for ranged stims. These schematicswould also be recieved at Novice CM.


There is one problem with this plan...adding a set of schematics would basically render all 5 experimentation points recieved by CM for mastering medic useless. In a sense, adding a new line of components for CMs would in effect distance the class from the skills earned in the medic tree. To a certain degree, this is already the case since ranged stims are not effected by any of the bonuses granted by the medic profession and we begin with novice speed and novice heal bonuses when becoming a novice CM using ranged stims. Thus I really don't see a huge issue in further distancing the class from our starting profession.


The one immediate effect that this would have is that novice CMs would have only 2 experimentation points to experiment on components with rather than the 5 that we get current. This is obviously a step down and would yield weaker packs. However, since CM crafting line grants 2 points per box unlike the 1 box that med and doc crafting grant, CMs could quickly overcome their lack of experimentation points. Thus at lower level, CM medicines would be worse off now due to lower experimentation points, but as you rise in crafting, you would eventually gain the full 10 experimentation points on the components thus making components much more effective. Currently the only way to get 10 experimentation points for your CM components is to master doc crafting.


There are definate pros and cons to this idea...


What do you guys think?




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
MycroftTHan
Wed Jul 23, 2003 5:00 am
#4

the easier solution is to increase the medicine assembly and experimentation skill on the CM crafting branch just like Docs get them, so that we get the same Medicine crafting skill at the same crafting level.


If you compare Medics and Artisians, this level of Medicine Crafting should already be reached at Master Medic though and Doc actualy would need a new line of crafting skills like CM have them to make it work like in every other class.


The 2 exceptions actualy are that Master Medic != Master Medicine Crafter and that Docs don't require a new crafting/experimentation skill, not that CM's are unable to craft at Doc's skill levels.



the question is, which way the devs want to fix this, i.e. what is the least time consuming way, what would be the intended way and what is the way the guy that pays the checks says to go ,)



Zwomu
Wed Jul 23, 2003 5:31 am
#5

I was thinking that it would be nice if the Doctor crafting and CM crafting trees were somehow merged. Perhaps you could make all medications if you mastered it, but usage could still be restricted by CM support/medicineknowledge. Either break the crafting out into a single -track profession of it's own, or somehow merge the two together.


It is probably completely unworkable within the framework of the existing skill system, and I admit that it is a bit selfish since I am looking towards the 14 skill points that I could gain if I only had to learn one set of crafting skills. I am selfish in this manner because although it is possible to become a master-of-medicine with both Doctor and CM, doing so would leave you with only 4 points assuming you would keep specialist level inone weapon.


Since being an elite-level medic can require quite a bit of crafting I find it a bit aggravating that to reach the pinnacle of both disciplines, or even just a high level in both disciplines, I must give up the scouting and/or surveying that I depend upon for resources. Even if we could gain the 14 points by merging the two crafting trees into one, we would only have enough points left over (18) to get intermediate-level hunting OR surveying. This seems like a more satisfactory balance of needs/skill points.


I realize we probably were not meant to master both elite-level medical professions without making a huge sacrifice, but I know of other players who have already reached the tops of their chosen professions and have no idea what to do with all of the skill points they have left to spend. I've already had to surrender practically everything outside of the medic trees and a small bit of marksmanship, and I have yet to master either doctor or CM. I don't think it's unreasonable to ask that we could master medicine, keep a small level of self-defense, and gather at least some of the resources we need on our own.

FearTheGoats
Wed Jul 23, 2003 6:11 am
#6

I'm not really sure how to look at this one. On one hand Dr.s get bonuses we don't because all of thier medic expirement pts carry over. On the other hand a big part of what we do isn't making medicines ...it's chemical warfare. And on that same hand is a thumb that's saying we make a ton more ranged stims than we do poisons and diseases.


I would rather personally just see 1 pool of expirement points. 1 Pool that can be used on anything from poisons to stim Cs to medpacks, making our expirement advancement like Dr.s, I dropped Dr. and kinda miss having Stim Cs that have a base heal of 288 This way none of those components would have to be moved, just a little tweak in the expirement code.


Those are my thoughts anyway for the moment, give me a day or so to chew on this ...interesting topic.





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A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself.

-John Stuart Mill
Tannym
Wed Jul 23, 2003 2:29 pm
#7

Trying to hybid Doc and CM together...this is driving me nuts.



- Kaleyn, Imperial Master Doctor / Novice Combat Medic
Elenora
Wed Jul 23, 2003 3:00 pm
#8

balh we all have to be crazy for picking the dang medic line anyways...



btw kaleyn..noticed the new tag...finally got the 22k combat xp? grats...


now learn my pain...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
FearTheGoats
Wed Jul 23, 2003 3:46 pm
#9

Somebody's gotta do it, so what if the voices tell me who to heal


Grats on CM Kaleyn (that combat XP is a pain, isn't it?)




__________________________________________________


A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself.

-John Stuart Mill
Elenora
Mon Aug 04, 2003 3:50 pm
#10

I think this issue is huge still and would like to put it back on the front burner....



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
ShufIrathe
Mon Aug 04, 2003 3:57 pm
#11

I guess the question is should CMs be completely self contained. It seems like there is a theme of interdependency in classes that has been sorta-kinda-maybe implemented. I would agree that CM specific components should go in the CM tree, but that common components should stay common. That way as a CM you can still craft your stuff using the 5 points of experimentation MM gives you and create something useful, or you can buy highly experimented components from a doc. Thus the interdependency.
Elenora
Mon Aug 04, 2003 4:15 pm
#12

so why not split the components then...why does CM have to depend on doctor and not the other way around?


how about putting BECs and Liquid Sus in the doc line and the CDRM and SDS in the CM line then? there is not reason why CM has to rely on doctor and the doctors not on the CM class. Its not fair to the CM class. The fact is its one way the way it is, its not inter-dependency its use relying on them. If it was interdependency, we would need them as much as they need us...which is obviously not the case




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
DiverBuoy
Mon Aug 04, 2003 4:51 pm
#13

Elenora,



I disagree completely! Becoming a crafter like you and I in both fields is hard work, it would be made far more impossible if I couldn't share crates of components like BEC between the trees. Please do not suggest that the devs change the formula. Now on the otherhand if the devs want to add new items to make the CM experience even richer and by doing so add new components for these new items I'm all for it. But leave the schematics alone that already stand in the game. It was hard work become a master doctor AND an expert CM while keeping just enough points around to still survey and shoot. I like the hybrid benefits of my choices ... enjoy the fame too Elenora




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