Combat Medic Archive

Thread: a solution for /medicalforage

OgrE-BoT
Sat Jul 26, 2003 6:30 am
#1

i would like to see the medical forage skill dropped, and replaced with +5 sampling and surveying. i don't even care if they never go up, i would get surveying skill in the artisan tree for that.

i have never used /medicalforage since i need more then stacks of 1. it takes too long to make a stim A trying to find your resources this way, but even if you do get 8 of the same item you have a problem... how do i get the inorganics?

currently every medic guide i have come across says to get artisan. a medic MUST have artisan to suceed at in the medical profession. even if you get scout it still leaves you with no inorganics.

another problem is having to spend 15 points on novice artisan. i am getting low on skill points, actually i am out. i have mastered doctor and trying to master rifleman. i won't be able to have master rifleman if i need 15 points just to use survey tools.

some of you miht say that i don't need to master rifleman, but i want to. you don't see many other professions required to take a novice that has no use for them, besides the ability to use a tool.



Tren - Master Doctor - Chilastra
OgrE-BoT
Sat Jul 26, 2003 6:32 am
#2

i posted this in the medic forum, but it belong in the elite medic professions since it a skill they have and affects them too.

http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=3461



Tren - Master Doctor - Chilastra
QuantumZero
Sat Jul 26, 2003 6:34 am
#3

I'm really intersted...is the only way to get inorganics taking the novice artisan skills?


No way a Novice Medic could get them without this??




En-Dali T'Rell
Novice Medic
jdlynn1980
Sat Jul 26, 2003 7:05 am
#4

Use the bazaar, i trained artisan but im fixing to drop it because im also running out of skill points. I dont like survery/mining all that stuff anyway. it tied me down to somthing and is too much like work to me.I'm beginning to notice that they are making where if you want to go uber elite profession you have to become more and more dependent on otther classes, no more jack of all trades. Also, i know it cant be hard to find good quality items on the bazaar but sometime you can find resource dealers on your planet or if you belong to a pa they will help you out greatly.
Member-Mee
Sat Jul 26, 2003 11:05 am
#5

I agree that being in a PA is a way to go. After keeping someone alive by healing them when they would have died a few times over, I mentioned I needed inorganics: and boy did I get them! Try to get artisan friends, there are quite a few out there.
OgrE-BoT
Sun Jul 27, 2003 5:46 am
#6

what i'm saying is that every profession in this game can advance through thier own tree without needing another.

brawlers and marksmen are easy, they just kill things, same with thier elite professions.

artisans are the same, they have all the skills needed to get resources to make what they need for exp.

scout is a little different, you can get scouting exp without fighting, but its harder. if you are with another who is willing to let you do all the harvesting and camping then its jsut as easy too.

entertainers can climb thier profession without help from another profession, they don't even need a weapon or any kind of consumable.

medics on the other hand MUST use another profession to gain resources to advance in thier profession, we can't obtain the required resources to make our medications, and without these medications we can't gain any exp.



Tren - Master Doctor - Chilastra
Zarlor
Sun Jul 27, 2003 6:24 am
#7

We're kind of the last bastion holdout of of where the Devs were clinging so desperately to required interdepenedency. Giving Medics some level of self-sufficinency like that seems to have been one of the longest holdouts to date. The Devs have been pretty stubborn about giving the Medics much in the way of self-sufficiency. I'm starting to wonder if it's more an idealogical thing for them than to take into consideration the desires of thoe who really want to enjoy the profession to its fullest.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
OgrE-BoT
Wed Jul 30, 2003 8:25 pm
#8

before they changed the resource requirements for medicines you could use /mdecialforage to make meds, but it was too easy for someone to pick up just novice medic and heal themselves. after they changed the medicines they never changed medical forage.



Tren - Master Doctor - Chilastra
fashtas
Wed Jul 30, 2003 10:48 pm
#9

There was a very nice suggestion to a new medical forage a while back


/medicalForage changed to forage medical profession only items. 1 to 20 items aquired each "forage", timer similar to /sample, mini-game similar to /sample. Approximarly 10 different types of items. Names are things like "Lokian Blister Herb" and "Naboo Saltbrush".. all new, none can be used in existing schematics


Three new schematics added. Emergancy Stim A, Emergency Stim B, Emergancy Kit A


Emergency Stim A and B are similar to Stim A and B, yet can *ONLY* be made using the ingredents dug up from the forage. Their heal rates are similar, though EStim B is lower than a Stim B. These schematics are made using the items foraged via the /medicalForage skill


Similarly, Emergancy Wound Kit A heals for a similar amount to Wound Kit A, yet requires materials found through the forage


None of these can be created via a factory


What this gives the player is a way to make Stim A/B and Wound A equivilents by /medicalForaging for a few seconds. It does *NOT* impact /sampling or harvesters since the items foraged are worthless for everything except these three schematics


It uses the current systems, does not add further code (3 new schematics and some new graphical content)


It also provids a way for even medium level players who suddenly find themselves in the middle of nowhere to at least get a EStim B heal up and running without needint Artisan or any other skill


It keeps the devs requreiments for maintaining relationships between professions since EStim B's wonn't last you forever


I liked the idea personally


Kamat
Wed Jul 30, 2003 11:41 pm
#10

If they would switch it so that advanced components used materials others needed, that way people whould mine for them and place them on the bazaar, that would be ok. However we have theses rare resources that no one else has a need for, except for chefs, so thier is no market for them. So we are forced to keep artisan around.


I keep a 2K stack of organics and inorganics along with various factory storage components on me all the time, just to make rarely needed items. All that, and what I use in my factory I purchase on the bazaar. It is just the advanced components that force me to keep thoses 29 points in artisan, actually less since I start surrenduring survey to just the basic novice artisan as points are needed in doctor.



Besides thier is a precidence, CHers complained with the recent changes they needed to take up medic in order to heal thier pets. According to the devs this was changed, because the CHers complained they did not want to take medic

Rust
Thu Jul 31, 2003 2:29 am
#11

I've never had a problem, just do what I do and get your resources from a real artisan. Make friends, there are a lot of crafters out there. Join a PA, find one that supports it's medics. Or even buy stuff off the Bazaar, sometimes you can get the stuff we need cheap because there isn't a big market for it (i.e. Lokian Wild Wheat doesn't cost any more than any other Wild Wheat).


I guess what I'm trying to say is that this is not a single player game - you don't have to be self sufficiant.

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