Combat Medic Archive
Thread: Player Payment Interface proposal
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MasterNerfSlayer
Sun Nov 28, 2004 9:52 pm
#1
I present to you here an idea for providing Medics with credits for services rendered, based on a post by jassi007, which for the Medical community has been a major issue for reliably earning credits for from day 1.
Summary:
This is a proposal for registration terminals in Medical Centers that allow a Medic to recieve automatic payments from a players bank based on how much the Medic heals the player.
Summary:
This is a proposal for registration terminals in Medical Centers that allow a Medic to recieve automatic payments from a players bank based on how much the Medic heals the player.
Details:
Step 1: The Active Duty Registration Terminal.
The Medic enters the Medical Center, and registers on the Active Duty Registration terminal (same as planetary map terminal) that he/she is on active duty, along with his rates for healing. The Medic would receive a pop-up window asking them to set the rate (mostly credits per point) they wish to charge for each type of healinge, ie 5 credits per pool point, 10 credits per wound or 500 credits per disease cure etc. Once set the Medic stays in the Medical Center, ready to heal, leaving should cancel the active duty status of the medic. The Medic should recieve the full healing bonus provided by the Medical Center when registered.
Step 1: The Active Duty Registration Terminal.
The Medic enters the Medical Center, and registers on the Active Duty Registration terminal (same as planetary map terminal) that he/she is on active duty, along with his rates for healing. The Medic would receive a pop-up window asking them to set the rate (mostly credits per point) they wish to charge for each type of healinge, ie 5 credits per pool point, 10 credits per wound or 500 credits per disease cure etc. Once set the Medic stays in the Medical Center, ready to heal, leaving should cancel the active duty status of the medic. The Medic should recieve the full healing bonus provided by the Medical Center when registered.
Step 2: The Injured Player.
The player upon entering the Medical Center will be given a list of Medics currently on duty healing, their current rates and the number of people in line to see them. From the list they select which Medic they would like to see. The Medic will have a similar list showing all the patients currently waiting for him/her to heal them, in the order they arrived. Once the player has selected a Medic to heal them, no other Medic may tend to their wounds (to avoid griefing). A player that turns down an offer for one of the Medics in the list may still receive healing from any Medic present, but the healing Medic will not recieve any bonuses from droids or buidling bonuses to heal them.
The player upon entering the Medical Center will be given a list of Medics currently on duty healing, their current rates and the number of people in line to see them. From the list they select which Medic they would like to see. The Medic will have a similar list showing all the patients currently waiting for him/her to heal them, in the order they arrived. Once the player has selected a Medic to heal them, no other Medic may tend to their wounds (to avoid griefing). A player that turns down an offer for one of the Medics in the list may still receive healing from any Medic present, but the healing Medic will not recieve any bonuses from droids or buidling bonuses to heal them.
Step 3: Healing.
Each time the player is healed, the appropriate number of credits will be transferred from their bank to the Medic. The contract can be ended by the player leaving the building. Similarly, the system should check to see if the player has the appropriate credits to pay for the pending heal. I imagine this previous step to be difficult, and may require the random part of healing to be removed like Doctor Enhancements were in order to correctly predict the amount of credits needed to pay for the heal.
Each time the player is healed, the appropriate number of credits will be transferred from their bank to the Medic. The contract can be ended by the player leaving the building. Similarly, the system should check to see if the player has the appropriate credits to pay for the pending heal. I imagine this previous step to be difficult, and may require the random part of healing to be removed like Doctor Enhancements were in order to correctly predict the amount of credits needed to pay for the heal.
I think this would be a good system for implementing a player pays system, but I want to get some feedback on the idea first. Thanks to jassi007 for kickstarting this idea.
Message Edited by MasterNerfSlayer on 11-29-2004 02:54 PM
jkray8472
Sun Nov 28, 2004 10:18 pm
#4
Sounds pretty cool. And fun, like roleplaying.
However...I don't know if many people will need to do this. While I sometimes go to the med center for healing to help out people who need xp, with Novice Medic and WoundpackBs, I can heal myself rather quickly. And if I can't, I know a bunch of doctor-friends who will heal me instantly.
So...you need to make this advantageous and desireable to the players. Give them a reason to come to the med center over anywhere else. Perhaps a much higher wound healing rate or no healing timer while inside--and only allow the medics on duty to heal while in the med center.
Just my $0.02
However...I don't know if many people will need to do this. While I sometimes go to the med center for healing to help out people who need xp, with Novice Medic and WoundpackBs, I can heal myself rather quickly. And if I can't, I know a bunch of doctor-friends who will heal me instantly.
So...you need to make this advantageous and desireable to the players. Give them a reason to come to the med center over anywhere else. Perhaps a much higher wound healing rate or no healing timer while inside--and only allow the medics on duty to heal while in the med center.
Just my $0.02
taloncard
Sun Nov 28, 2004 10:57 pm
#5
/gasp
you mean forced tipping??
You mean people actually having to pay ofr a service.
That's ...........
Well a great Idea.
I miss the old days of being able to make money in medcenters.
you mean forced tipping??
You mean people actually having to pay ofr a service.
That's ...........
Well a great Idea.
I miss the old days of being able to make money in medcenters.
nurTsunami
Mon Nov 29, 2004 3:32 am
#6
Cool idea! This has to be THE reason I don't spend anytime in med centers anymore. You only get tipped every 10th person, and usually its some piddly amount for what you've done for them (i.e. cured disease, healed massive wounds, etc.). I say this interface should be expanded to include a system for buffing with docs. The doc will set a price, which the party agrees to, then the buffs are applied and the doc is paid in a secure manner, ensuring that both parties walk away happy. There are too many chances now for griefing with players getting pissed about having to pay, or not having the cash or trying to trick the system.
It's a great way to bring some money to the medics starting out, and for older docs/cms who want to help out. The only problem I see is if people can select who they want to go to, on quiet nights docs and cms will beat out medics all the time due to their speed.
Kyoso
Mon Nov 29, 2004 3:41 am
#7
It's a good idea but it's tricky code.
You probably gonna have to drop the SET rate cost for the heals and just make is standard everywhere.
Patient enters and whoever heals him gets payed.
Patients with no cash...don't pay! I dunno about you guys but I always made freebies for new players without cash anyway...
You probably gonna have to drop the SET rate cost for the heals and just make is standard everywhere.
Patient enters and whoever heals him gets payed.
Patients with no cash...don't pay! I dunno about you guys but I always made freebies for new players without cash anyway...
CalArsou
Mon Nov 29, 2004 4:30 am
#8
Kyoso wrote:
I dunno about you guys but I always made freebies for new players without cash anyway...
Same here. So for that to work, the player would simply have to enter the center and wait. From MNH's post, that would work. Anyone and everyone can heal a player who isn't in line. So, when you try to heal someone not in your queue, you'd either be blocked (they're with someone else) or you heal them (obviously not expecting compensation since you just healed someone not in your line
Two suggestions though:
1) If someone comes in with massive wounds and chooses a low-level Medic, the medic should be able to do a /consent (or something similar) on someone else (a Doc maybe) so they can get the patient out the door. The /consent would allow the other medic to assist with the patient. The original medic would still get the full payment (regardless of who heals) since it's more like bring in an extra specialist then really spliting the job. This would allow for advanced CMs and Docs to help out newer Medics with big jobs, while not stealing their XP or money (The XP is still based on who heals and for what, this just prevents a Doc from healing everyone in two seconds.) while letting new medics get people out the door faster if the job is over their head.
2) This system doesn't allow for the Medic to run out of packs (I know I tend to run out of Health packs before others for some reason). Now the patient could simply end the session by exiting the med center, but this is akward at best. A command should be added like /endHealSession (or something) that would end the session; either side can use it. Now to prevent abuse of this system on the part of the patient, something like a TEF (not in the attackable sense, but the patient cannot be healed by the original Medic for 30s after the patient has ended the session) should be added. The patient would be free to choose another Medic right away (and the TEF would then become the standard line block). If the patient chooses the original medic again before the 30s are up, the TEF is lifted.
UTech
Mon Nov 29, 2004 6:54 am
#9
A lot of good ideas. Maybe just this - you have to be grouped with the medic to heal. The medic leads the group, so obviouslyno other medics could heal their patients (to stop potentialgriefing). Once grouped, the medicwould invoke a payment window similar to that used byImage Designers. In this interface, the medic would enter their fee (credits per point, x credits for disease cure, whatever). The patients wounds/damage/state/disease would automatically show in the interface, and the totals would be calculated based on the medic's fee multiplied by the displayed wound points, and limited by what packs the medic is carrying and his skills(if the medic can'tcure disease, or isn't carrying a woundpack for a specific stat, thosefees/woundswould be "greyed-out" or at least marked somehow as needed /tendwound). If you're a medic just there to heal a friend, don't enter any fee. Both agree to the fee by clicking OK, the total fee is locked,and the healing starts. The wounds shown and fee remainingwould be updated inreal-time,thusduring healing this interfacewould replace the /diagnose window. (/diagnose is still needed for quick checks of a non-grouped patient). The patient can see how many are in the group, so they get apretty goodidea of where they are in line. If the patient or medicleaves/disbands the group or goes LDpartway through the heal, payment is processed onlyfor healing received. This should perhapsonly work for wounds, as damage self-heals and would be less at time of healing than it was at time of dealmaking, hence the medic gets paid for damage he didn't heal. Credits are deducted as points are healed, if the patients runs out of money healing stops unless the Medic chooses to override and complete the healing for free.
You couldexpandon this with a "Receptionist" droid or terminal in the med centresimilar to MasterNerfSlayer's proposal, letting patients know how many are waiting for each registered Medic, as well as letting Medics that are registered see if there are anyungrouped patientsin the Centre needing attention. Registered Medics, while in the centre, have a First Aid cross next to their overhead names where the "looking for group" icon displays. Registered Docs,a Caduceus next to their name.
The interface includes options for buffs if the healer is capable of buffing, otherwise they'd be greyed-out. This is in alignment with some of the thoughts publishedon revamping buffs, and will help the buffing Doc a) keep track of tips, b) keep track of customers, c) avoid being scammed. The doc would enter his buff fee and power/duration.
A related ideawould be allowing Medics as well as Docs to /registerlocation - a different icon would appear on the planetary map though if the highest-level medical player registered is a Medic not a Doc. If a Doc registers, the Doc icon would take precedence. People are searching those icons for healing - this would let them know they could be healed in a certain location, and whether or not they could be cured too.
Message Edited by UTech on 11-29-2004 06:01 AM
Message Edited by UTech on 11-29-2004 06:09 AM
Duuhast
Mon Nov 29, 2004 9:06 am
#10
Aye I to think that this is a great idea...course I don't like watching ppl beg or spam for 5 days for money or free services..
NJ62
Mon Nov 29, 2004 9:12 am
#11
Hmmm this gets tricky. It's going to be hard to figure out whether someone has enough money in his or her bank, or whether he or she even knows his or her wound levels.
How about this variation.
1) Medic registers at medical center so he or she will appear on the planetary map.
2) An interface pops up like an ID interface. The client checks the boxes of what he or she wants healed (i.e. "heal all wounds" or "heal action" and "heal disease") and how many credits he or she offers for each service (i.e. 2000 for the wound healing, and in a different box, 500 for cure disease.) Like a secure trade, they both accept and the player now cannot be healed by anyone else.
3) When the medic heals 50 points of wounds, he will get a PRO RATA fee based on the agreed upon price of 2k. This allows medics and customers to negotiate a fee, and to make sure when the fee is agreed upon initially that there is enough money to cure EVERYTHING that they've agreed upon. The pro-rata fee is so that if the medic runs out of packs, or the customer runs off, he gets paid regardless of whether he healed every single point of wounding.
How about this variation.
1) Medic registers at medical center so he or she will appear on the planetary map.
2) An interface pops up like an ID interface. The client checks the boxes of what he or she wants healed (i.e. "heal all wounds" or "heal action" and "heal disease") and how many credits he or she offers for each service (i.e. 2000 for the wound healing, and in a different box, 500 for cure disease.) Like a secure trade, they both accept and the player now cannot be healed by anyone else.
3) When the medic heals 50 points of wounds, he will get a PRO RATA fee based on the agreed upon price of 2k. This allows medics and customers to negotiate a fee, and to make sure when the fee is agreed upon initially that there is enough money to cure EVERYTHING that they've agreed upon. The pro-rata fee is so that if the medic runs out of packs, or the customer runs off, he gets paid regardless of whether he healed every single point of wounding.
jassi007
Mon Nov 29, 2004 10:46 am
#12
Wow, I'm surprised you liked my idea that much ! Yay me! Anywho, I think you've cleaned it up well. Hopefully, medics would adopt it. Thats the thing I really see as the barrier, is if you get a rogue medic who is all about the XP he'll either undercut everyone, or spam free heals.
TheRockStar
Mon Nov 29, 2004 12:23 pm
#13
I like it from an interaction point of view, but I think it's a little too much... it seems to over-complicated what is really a simple procedure. I do think more needs to be done to increase the functionality of a med centre, but I don't think this works for me...
Will try and think of something a bit more constructive for you though
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