Combat Medic Archive

Thread: Making money through Combat Medic skills

Vodo_Baas
Mon Dec 01, 2003 11:02 am
#1

I was reading through the "POLL: Show us your Bling Bling!!" thread started by Pahdbacca and there seems to be a definate trend that players are not making a lot of money as a Combat Medic. Most of the methods for making money revolve around selling crafted meds or resources or by running terminal missions (which requires a second profession to handle the combat).

Collecting resources for sal seems to be a skill for Artisans and Architects. They can make the tools to get the resources and have the skills to find the good deposits to place the tools. Selling crafted items is really an Artisan or Merchant skill since they are the ones that can use vendors. Its possible to do a good business selling meds through e-mail, but its tricky getting any sort of client base that way.

I probably don't stand alone say I don't want to be a merchant, I don't like crafting that much. I don't mind crafting for my needs, beyond that is just boredom in the game. Terminal missions carry an extra problem, specially for a player like myself who doesn't have a lot of combat skills. Since the mission payouts are based of your combat skills you don't get decent paying missions, unless you go to an adventure planet where the minimum difficulty missions can be quite challenging.

Since Combat Medic is tied with Commando for the second most skill point costing profession we are limited with what we can do with secondary professions. Since artisan is almost required to collect the resources for crafting thats a few more skill points that are almost required to use it would be nice if we would be self sufficient as well.

I'm curios to see what sort of ideas the community has for using purely Combat Medic skills for profit. Selling Combat Meds works, but you can only sell to Combat Medics, so the funds really come from another source. I'm looking for methods to bring funds into the Combat Medic community, not stir the funds around inside the community.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Vodo_Baas
Mon Dec 01, 2003 11:03 am
#2

A few thoughts to get things started:

1) Base terminal missions on combat profession skill levels and medic skill levels. Lets face it even using novice medic with good Stim B's you can take out much stronger stuff than without those medic skills, using them to boost the missions you can take would be a better way of getting money since we wouldn't need the added risk involved soloing the adventure planets. Either that or allow the players to filter their missions, give them a max and min difficulty to give missions. We all have learned by now what we can handle and what we can't.

2) Its easy enough to say medic mission terminals, but what would they give as missions? Perhaps you are told a group of badly damaged NPC's are headed to the local medical center, wait for them to arrive and heal their damage. Possiby wounds as well, but thats more of a Doctors's mission. For a faction based version a group of NPC soldiers are defending a base but have been badly injured and need a medic. You need to run out and throw some heals around, possibly based on a timer as there is a pending attack to the base you can optionally fight off with the NPC's.

3) Give Combat Medics an ability they can charge the general public for. Its been said time and again we should have innoculations agains poison and disease. Perhaps skill based buffs, a half hour +25 bonus to general marksmanship would probably sell very well and fits well into our role of supporting combat classes.

4) Combat Medic's ability to do missions as a combat medic is very poor when compared to any combat class. Since the poisons we have aren't very effective as the single damage source perhaps a line of poisons that only effect creatures (similar to Scout Traps) could give us the edge we need for terminal missions. We can probably do without the diseases to the sub stats since they don't serve much purpose beyond griefing to make room for new schematics. If these poisons did similar damage to the commando's "On Fire" status effect we would be in good shape with just the novice marksman required for our profession.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Pahdbacca
Mon Dec 01, 2003 2:11 pm
#3

Stickied this thread...It's the other half as to why I started the poll.


Thanks guys!




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
SpinalInjury
Mon Dec 01, 2003 2:14 pm
#4

I've also found that harvesters help save money...but if you want to save time, I'd buy resources. I hate harvesters with a passion due to helping our PA's weaponsmith gather resources for hours on end. I in turn pay more credits for my resources so that I have more time to enjoy other aspects of the game. It all comes down to personal prefrence really.



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

The Regulators build empires...
Fight builds clubs
MichaelF77
Mon Dec 01, 2003 4:16 pm
#5

Pet + weapon + ranged heals is VERY good way to make money - there is no missions you can't take on.
With AT-ST as pet it even makes sence to use AOE health poisons to speed it up, otherwise poisons don't really help as much, rather may attract unwanted agro.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Pulpp
Tue Dec 02, 2003 1:04 am
#6

Well, I actually make tons of money selling Stimpack D's and Bs for all the dabblers out there (singles on bazaar, crates on my vendor). I get docs to make my schems. Then I also make decent cash offselling my old stock of CM stuff.


But like any crafting profession, you kinda need a good stash of high quality resources too be successful. So it's a good strat...just more of a long term one.

SpinalInjury
Tue Dec 02, 2003 1:19 am
#7

You hate crafting, and you want to make money.......

Then don't craft, don't collect resources, drop artisan. After that, you max a weapon line (Pistol, Carbine, or Rifle). Now, you can get a rock beetle, have good poisons, and a weapon that damages the same pool your poisoning. You can now run the hardest missions around, and get as much money as your heart desires/time allows. You said it yourself, you don't care for crafting. Then don't craft, and support those CMs that enjoy crafting by buying their poisons. You will have enough money to do that, because you've dropped artisan and picked up a weapon line.

If you have doubts of the damage capibility of a Master Pistoleer/Carbineer/Rifleman, just ask around...they are no slouches.



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

The Regulators build empires...
Fight builds clubs
Srednii
Tue Dec 02, 2003 1:23 am
#8

I've been offering to poison and disease people whenever they ask me for buffs, but alas, so far nobody's been willing to pay for the privelege .



------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Vodo_Baas
Tue Dec 02, 2003 1:26 am
#9



Pulpp wrote:

Well, I actually make tons of money selling Stimpack D's and Bs for all the dabblers out there (singles on bazaar, crates on my vendor). I get docs to make my schems. Then I also make decent cash offselling my old stock of CM stuff.

But like any crafting profession, you kinda need a good stash of high quality resources too be successful. So it's a good strat...just more of a long term one.






Selling Sim B's, C's and D's is really a method for doctors to make money since they have the ability to make them the best. It is certainly a metho,d but it relies on Doctor skills not Combat Medic skills, as you said you have a Doctor make the schematics. At that point any profession with a factory can use that method of making money.

To my knowledge there is no way (apart from destroy missions in groups) for Combat Medics to earn money. Solo Destroy missions are possible, but we only get the lowest level ones despite the fact that we can solo some very difficult ones using a decent pet and our healing abilities. It just seems to me that will the skill point investment we should have an easier time earning credits in the game without falling to taking a second profession to earn credits.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Vodo_Baas
Tue Dec 02, 2003 1:36 am
#10



SpinalInjury wrote:
You hate crafting, and you want to make money.......

Then don't craft, don't collect resources, drop artisan. After that, you max a weapon line (Pistol, Carbine, or Rifle). Now, you can get a rock beetle, have good poisons, and a weapon that damages the same pool your poisoning. You can now run the hardest missions around, and get as much money as your heart desires/time allows. You said it yourself, you don't care for crafting. Then don't craft, and support those CMs that enjoy crafting by buying their poisons. You will have enough money to do that, because you've dropped artisan and picked up a weapon line.

If you have doubts of the damage capibility of a Master Pistoleer/Carbineer/Rifleman, just ask around...they are no slouches.




Well I am master CM and nearly Master Doctor, I can make decent money as a Doctor selling buffs or stim packs. I don't have the skill points left to get enough pistol skills for terminal missions, and right now I don't need them. With Marksman pistols 4 and my healing abilities I can take on somne pretty difficult missions for credits.

I never said I hatedd crafting, I just don't want to do it to earn money. I craft all of my own meds and poisons. I just would like to see it a little easier for a Combat Medic to get the credits they require to pay for their upkeep in resources and harvestors.

All medic professions are sadly underpaid. We're expected to work off tips but that never works so I seek alternatives. I'll apoligize for trying to come up with a way of improving the situation. Running missions works, but you sacrifice the healing ability (which maybe is what you wanted to do when you took the profession?) for combat ability. The idea here is to play the profession as a healer but still earn the credits to enjoy other things in the game.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
SpinalInjury
Tue Dec 02, 2003 1:39 am
#11

As a combat medic, if your only crafting for personal use....you shouldn't have much harvestor upkeep. You should only require mediums or possibly a few smalls on each resource. I make my money through running a CM shop. I use no harvestors, and 5 factories.

3 factories are dedicated to components, the other 2 are used for poisons/diseases. I buy my resources in 100k stacks. I make decent money doing this when I'm fully up and running.



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

The Regulators build empires...
Fight builds clubs
Vodo_Baas
Tue Dec 02, 2003 1:58 am
#12



SpinalInjury wrote:
As a combat medic, if your only crafting for personal use....you shouldn't have much harvestor upkeep. You should only require mediums or possibly a few smalls on each resource. I make my money through running a CM shop. I use no harvestors, and 5 factories.

3 factories are dedicated to components, the other 2 are used for poisons/diseases. I buy my resources in 100k stacks. I make decent money doing this when I'm fully up and running.




True I don't have a great deal of upkeep. A factory, a house, and 7 harvestors don't make a huge amounts of credit needs, when coupled with traveling to 5 planets (and countless connections through Corellia) it starts to add up. Doing the destroy missions I can get access to I can break even. I don't get to play too often, possibly 2 or 3 hours a night. Spending half my play time checking on my factory or harvestors doesn't leave a lot of time to run the destroy missions to earn a lot of credits.

I'm not lookin for super easy money, but it would be nice if I could earn the credits based on my skills. I enjoy working in groups and doing missions for credits in groups is typically where I get my funding. If I solo missions I rely on having another elite profession to unlock the high paying destroy missions, with my character as is (which is the way I want him) I cna't do that. Grouping with a probot and rock beetle gives half-decent paying ones, but they are far below my ability and since there is no challenge there isn't much fun and can be considered part of the character upkeep since its my only method of earning credits.

I suppose I could totally change my play style and follow some other mold that gets me better credits, but thats not really what an RPG is about? We are medics, why can't we have a method of earning credits doing medic things? Or at least count our medic skills when offering destroy missions, they do a lot more for us than those terminals will admit to.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Vodo_Baas
Tue Dec 02, 2003 6:49 am
#13



MichaelF77 wrote:
Pet + weapon + ranged heals is VERY good way to make money - there is no missions you can't take on.
With AT-ST as pet it even makes sence to use AOE health poisons to speed it up, otherwise poisons don't really help as much, rather may attract unwanted agro.




Actually I think you'd do better with a creature petsince you can heal it. Send him at some creature stack poisons B and C with a bleed shot then you sit out and stim the creature. If its a particularly tough creature shoot as well. If you HAM gets low from the weapon costs run up to your pet and do an area Stim to get you both. Use the follow + trick commands to regen the pet's mind as needed.

If you can find a way to get high paying missions this is probably the best way to get money with just combat medic skills. Current mission terminals won't give us the good ones.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
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