Combat Medic Archive
Thread: /medicalForage proposal
What I propose is a change to /medicalForage and the stimpack schematics to firstly give a novice medic the ability to make the items granted at novice without any reliance on other professions (which is only fair), and promote more diversity and fun in the medic profession.
- /medicalForage should be enhanced to pickup new items added with the loot revamp, directed purely at medic. These items are crafting components that would add things like perhaps state cures, or mini buffs (eg. 1 - 50 pts for 300 seconds), or minor innoculations (eg. 5% resistance for 600 seconds). These items would of course have serial numbers to prevent mass manufacture.
- The unit count that /medicalForage picks up should be changed to a random number between 1 to 4, or possibly 6, to remove most of the frustration of trying to find the same resource over and over 1 unit at a time, but to prevent the command being abused as a replacement for Artisan survey. The type of unit collected would also still be random. I refer to the collected item as a unit because /medicalForage should be altered to allow the collection of minerals. This would remove the dependence of a novice medic on an Artisan, but not allow high end mass production further on in the Medics career.
- The next thing to do is to alter the stimpack schematics to allow for loot enhancements as additions to the item, rather than a replacement like Janta blood, so that one could possibly make a more powerful stim with added abilities. The chance that /medicalForage picks up a loot item should be fairly rare, as most of the loot items should come from creature / npc loot supplied by other players, but still allowing the novice to do something other than make pure stims. Perhaps some items like plants, bugs and bacta might be collectable with /medicalForage, and production enhancements like tubes of XXX that add some kind of ability might be loot, or even possibly craftable by Bio-Engineers.
These changes only address the ability of a novice medic to make stims and heal players without reliance on other professions. A method of making money exists for the other professions via mission terminals, and the Medic community feels that we should have terminals devoted to healing missions as not only a method of generating an income, but also as content. Healing players is currently the only content Medics have, and as such there is no "PvE" content for us. There are already a number of threads devoted to devising content for these terminals should the developers be willing to add them.
What I propose is a change to /medicalForage and the stimpack schematics to firstly give a novice medic the ability to make the items granted at novice without any reliance on other professions (which is only fair), and promote more diversity and fun in the medic profession.
- /medicalForage should be enhanced to pickup new items added with the loot revamp, directed purely at medic. These items are crafting components that would add things like perhaps state cures, or mini buffs (eg. 1 - 50 pts for 300 seconds), or minor innoculations (eg. 5% resistance for 600 seconds). These items would of course have serial numbers to prevent mass manufacture.
- The unit count that /medicalForage picks up should be changed to a random number between 1 to 4, or possibly 6, to remove most of the frustration of trying to find the same resource over and over 1 unit at a time, but to prevent the command being abused as a replacement for Artisan survey. The type of unit collected would also still be random. I refer to the collected item as a unit because /medicalForage should be altered to allow the collection of minerals. This would remove the dependence of a novice medic on an Artisan, but not allow high end mass production further on in the Medics career.
- The next thing to do is to alter the stimpack schematics to allow for loot enhancements as additions to the item, rather than a replacement like Janta blood, so that one could possibly make a more powerful stim with added abilities. The chance that /medicalForage picks up a loot item should be fairly rare, as most of the loot items should come from creature / npc loot supplied by other players, but still allowing the novice to do something other than make pure stims. Perhaps some items like plants, bugs and bacta might be collectable with /medicalForage, and production enhancements like tubes of XXX that add some kind of ability might be loot, or even possibly craftable by Bio-Engineers.
These changes only address the ability of a novice medic to make stims and heal players without reliance on other professions. A method of making money exists for the other professions via mission terminals, and the Medic community feels that we should have terminals devoted to healing missions as not only a method of generating an income, but also as content. Healing players is currently the only content Medics have, and as such there is no "PvE" content for us. There are already a number of threads devoted to devising content for these terminals should the developers be willing to add them.
Even a simpler /medicalforage system would be nice, where you just pick up a small number of units of organic or inorganic resources per use. However, to make the ability such that it does not become obsolete and useful to all medic-associated professions (doctor, combat medic, and bio-engineer), I think the idea of medic-directed loot and forageable enhancements MUST also be considered.
= Andrew
Chilastra.Palacek
What I propose is a change to /medicalForage and the stimpack schematics to firstly give a novice medic the ability to make the items granted at novice without any reliance on other professions (which is only fair), and promote more diversity and fun in the medic profession.
- /medicalForage should be enhanced to pickup new items added with the loot revamp, directed purely at medic. These items are crafting components that would add things like perhaps state cures, or mini buffs (eg. 1 - 50 pts for 300 seconds), or minor innoculations (eg. 5% resistance for 600 seconds). These items would of course have serial numbers to prevent mass manufacture.
- The unit count that /medicalForage picks up should be changed to a random number between 1 to 4, or possibly 6, to remove most of the frustration of trying to find the same resource over and over 1 unit at a time, but to prevent the command being abused as a replacement for Artisan survey. The type of unit collected would also still be random. I refer to the collected item as a unit because /medicalForage should be altered to allow the collection of minerals. This would remove the dependence of a novice medic on an Artisan, but not allow high end mass production further on in the Medics career.
- The next thing to do is to alter the stimpack schematics to allow for loot enhancements as additions to the item, rather than a replacement like Janta blood, so that one could possibly make a more powerful stim with added abilities. The chance that /medicalForage picks up a loot item should be fairly rare, as most of the loot items should come from creature / npc loot supplied by other players, but still allowing the novice to do something other than make pure stims. Perhaps some items like plants, bugs and bacta might be collectable with /medicalForage, and production enhancements like tubes of XXX that add some kind of ability might be loot, or even possibly craftable by Bio-Engineers.
These changes only address the ability of a novice medic to make stims and heal players without reliance on other professions. A method of making money exists for the other professions via mission terminals, and the Medic community feels that we should have terminals devoted to healing missions as not only a method of generating an income, but also as content. Healing players is currently the only content Medics have, and as such there is no "PvE" content for us. There are already a number of threads devoted to devising content for these terminals should the developers be willing to add them.
Jagii wrote:
The two ideas you present - medic missions and a revamped /medicalforage system - are good ideas to help out new medics. But is it realistic to expect either one (or even both) to be implemented in the game?
Even a simpler /medicalforage system would be nice, where you just pick up a small number of units of organic or inorganic resources per use. However, to make the ability such that it does not become obsolete and useful to all medic-associated professions (doctor, combat medic, and bio-engineer), I think the idea of medic-directed loot and forageable enhancements MUST also be considered.
= Andrew
Chilastra.Palacek
If your proposal makes is implemented, I would hope the normal /forage gets a similar revamp.
= Andrew
Chilastra.Palacek
I remember creating a medic in beta, and going through my wound packs trying to heal people in the hospital who were badly wounded, and then searching through my schematics and discovering that I had no materials, no way to get them, and no wound pack schematics in any case. I felt completely non-functional and gimped.
As a noob, you should be able to make your own supplies without having to immediately buy things (which you can't afford without taking up a secondary profession). Although the devs have said that nobody is just one profession, professions should be able to stand alone in the sense that you shouldn't have to make strategic decisions about which elements of your template must necessarily be leveled first.
Mass produced quality goods would still be awesome - there is no threat in a master doc bieng able to throw together a 25 charge 500 power stim E on the fly to heal a group with.
Even add optional components to the schmatic like shipwrights and other professions have.
Another possibility is a weaker stim and general woundpack that solely requires foraged items.
They would either be weaker than the A packs or have 1 use but at least you would be able to create them on your own.