Combat Medic Archive
Thread: are CM exp tapes going to be a thing of the past?
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DarthBigglesworth
Fri Mar 25, 2005 4:04 pm
#1
wonder ifour hard earned exp tapes are going to be made obsolete with this CU? i really hope not as i spent alot of time scrapingcredits together to get my toon to a 12pt MCM.
also if the majority of pharmecutical crafting is now going to be left to Docs it will mean the end of my little business. we'll have to wait and see i guess? have a feeling im going to be cancelling at least one of my accounts due to the CU
Message Edited by DarthBigglesworth on 03-25-2005 11:05 PM
gamin
Fri Mar 25, 2005 5:26 pm
#2
The document states that all medical crafting will be medics and BE's
We can only hope that we will still be able to craft our area stims, but we also currently need components from Master Docs (that is if we want 12pt components to make high quality products). So it will be very interesting to see how they change the medical crafting.
I'm still working on getting my 12 points for CM, I think I only need about 10 more 
Tamin
MD::EMT-CM
Brainplay
Fri Mar 25, 2005 9:25 pm
#3
gamin wrote:
The document states that all medical crafting will be medics and BE's
We can only hope that we will still be able to craft our area stims, but we also currently need components from Master Docs (that is if we want 12pt components to make high quality products). So it will be very interesting to see how they change the medical crafting.
I'm still working on getting my 12 points for CM, I think I only need about 10 more
Tamin
MD::EMT-CM
The documents are actually very vague and dont give very much helpful information as to the future of our profession. In fact they cause more questions to be asked about crafting and application than we've ever had before.
In other words, only a few people know and they aren't allowed to say anything at the moment.
I'm still trying to comprehend why that info was released in the first place as partial document instead of the entire thing. There's soooo much missing from it.
Eskie
Sat Mar 26, 2005 6:07 am
#4
Somebody under NDA clarified the TH document concerning CM crafting here.
gamin
Sat Mar 26, 2005 5:13 pm
#5
very sad, very sad 
again - and I think I'll be saying this on the focus forums (now something like 165 pages long)...
Please Do Not Take Away Our Crafting!!
Tamin
MD::EMT-CM
TWAM
Sat Mar 26, 2005 5:33 pm
#6
Regardless, I'm 2 exp points away from 12pt - I'm going for it. The extent of our crafting that is going to be cut back on can only be speculated on. Just going to have to wait and see.
Eskie
Sat Mar 26, 2005 5:58 pm
#7
From what I can tell (and I can only tell my best guess
) they are separating the combat and the crafting professions, maybe because its easier to balance then. And since docs have a great combat potential through state cures and rezzes and CM have it through heals and poisons/diseases, doc and CM are considered a combat class.
See it this way: If you took up CM only for crafting, you will be able to craft _all_ future meds with medic / BE and you just need to re-allocate your skill points. If you took it for combat _and_ crafting, well, then you will have to decide.
See it this way: If you took up CM only for crafting, you will be able to craft _all_ future meds with medic / BE and you just need to re-allocate your skill points. If you took it for combat _and_ crafting, well, then you will have to decide.
Heciv
Sat Mar 26, 2005 8:19 pm
#8
well I will be "mildly" upset if all my hard earned CAs are made to be worthless overnight. I am completely perplexed over this "Combat Upgrade". I will try to keep my wits about me until I can actually see firsthand what will happen.
on a sidenote: I was thinking over in my head and this poped up...
Healing/Doctor/CM Changes
* Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
* Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
* Enhancers are on a 1000 point scale - the higher the number the better.
* The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
* We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
* The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
* Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
* Stims can modify your health ~10%. You can’t use your stims to heal someone else.
maybe I am reading this wrong but are they saying another type of one shot stim, akin to a stim-A? they use the word "heal" not enhance...
on a sidenote: I was thinking over in my head and this poped up...
Healing/Doctor/CM Changes
* Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
* Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
* Enhancers are on a 1000 point scale - the higher the number the better.
* The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
* We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
* The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
* Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
* Stims can modify your health ~10%. You can’t use your stims to heal someone else.
maybe I am reading this wrong but are they saying another type of one shot stim, akin to a stim-A? they use the word "heal" not enhance...
Heciv
Sat Mar 26, 2005 8:32 pm
#9
oh yeah, the other thing that makes me nervous is looking around the trade forum and seeing the amount of doc crafting suits and resources that are flooding the market is ever so disheartening
vortexala
Sun Mar 27, 2005 10:03 am
#10
The CA's/AA's will most likely be switched, alongside the Doc CA's/AA's, to become whatever the BE's will be using for experimentation.
Eskie
Sun Mar 27, 2005 10:23 am
#11
I dont think doc tapes will be changed, since it makes sense for medic crafting still to require medicine experimentation. My guess would be medic (novice till master) will give 100 medicine exp skill and current doc tapes will still work for medic, while CM tapes will get converted to whatever experimentation tapes will be introduced for bio-engineers.
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