Combat Medic Archive

Thread: Combat Medic Issues Breakdown: Issues 1 and 2

vortexala
Mon Mar 15, 2004 5:04 pm
#1


Alright folks, Now that we've had the 'Issues' thread up for a while, let's see if we can hash things out a bit.


We'll start with issues 1 and 2 this week and work through the list from there


Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.


Issue #1: Interdependency


Should we put Issue #12 into this issue? For example, if we were to have Docs dependent upon us for components for their cure packs, would that mitigate the need to be able to fully experiment on all of our requisite components?


Also, there have been ideas of Weaponsmiths/armoursmiths requiring components from CMs in order to place DoT effects on weapons they craft.(more a wishlist idea probably).


Should this issue simply reflect the fact that CMs(all medical professions, really) have to depend on outside sources for their required resources? Similar to Doctor Balance Issue #1 found here:

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22459


Is there a different take on this that you may have? Any examples you'd like cited?


Issue #2: Money


Just as the Medics, a large number of CMs have issues with obtaining credits. We do not have any services to offer, such as buffing for docs, nor do we have any widely used meds to sell, such as B-Stims. There are no 'Medic Missions' from which we can obtain credits from for using our healing skills, and 'Destroy Missions' do not scale with our offensive abilities.


Our source of money is dependent upon outside professions or finding a customer-base amongst the low-level, or other,CMs who don't want to craft.


Should there be any other examples cited? Should we simply 'borrow' from the Doctor Balance Issue #5? Is there a particular way you'd like this worded?



Message Edited by vortexala on 03-15-2004 04:05 PM



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
BigZak
Mon Mar 15, 2004 5:23 pm
#2

The credits/resources issue was so bad for my MCM that I bought a second account and made a Master Artisan so I could make enough to support my MCM, and making the artisan a Master Weaponsmith too, at the moment. Yeah, we have a hard time with the credit flow.

Violet Vette, Radiant
MCM, fear me, for I am death

Squiders, Radiant
MA, WS in progress, now if I could only find resources to make a weapon.
CMMaster
Mon Mar 15, 2004 7:19 pm
#3

Credit flow is definetly an issue with resource prices sky rocketting as of late.


I would like to see DoT weapons introduced that due poison/disease to a limited value, that CMs can craft the sub components for, this would help a lot and I Think this market would really be used. If we can not fully make our own stims will full expermentation, I am also in favor of Docs requiring something as cure poisons requiring some sort CM crafting.


IMHO we need something else to craft, its all poisons and disease and then the rest is up to the doctor.



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

Morganite
Mon Mar 15, 2004 7:36 pm
#4






vortexala wrote:


Alright folks, Now that we've had the 'Issues' thread up for a while, let's see if we can hash things out a bit.


We'll start with issues 1 and 2 this week and work through the list from there


Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.


Issue #1: Interdependency


Should we put Issue #12 into this issue? For example, if we were to have Docs dependent upon us for components for their cure packs, would that mitigate the need to be able to fully experiment on all of our requisite components?


Also, there have been ideas of Weaponsmiths/armoursmiths requiring components from CMs in order to place DoT effects on weapons they craft.(more a wishlist idea probably).


Should this issue simply reflect the fact that CMs(all medical professions, really) have to depend on outside sources for their required resources? Similar to Doctor Balance Issue #1 found here:

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22459


Is there a different take on this that you may have? Any examples you'd like cited? I would love to see us get someone to depend on us for something other then our poisons/diseases, it sure would be nice for a change... I don't mind having to depend on someone else for resources and such, I do mind that nobody needs to depend on us for anything other then having a forum releated to our profession to complain in so every post isnt about nerf combat medic in the GCW forum.... I would love to have to see doctors need to use dispersion mechanism's and infection amplifiers in cure packs. (need some of the snake's venom to make the cure) Better ADM's, more of an area effect on the cure's, better AIA's means higher effectiveness base rating as well.. Let's worry about getting a better form of curing/resisting poison/disease before we think of letting weaponsmiths add dot's to weapons, but I am all for that idea...


Issue #2: Money


Just as the Medics, a large number of CMs have issues with obtaining credits. We do not have any services to offer, such as buffing for docs, nor do we have any widely used meds to sell, such as B-Stims. There are no 'Medic Missions' from which we can obtain credits from for using our healing skills, and 'Destroy Missions' do not scale with our offensive abilities.


Our source of money is dependent upon outside professions or finding a customer-base amongst the low-level, or other,CMs who don't want to craft.


Should there be any other examples cited? Should we simply 'borrow' from the Doctor Balance Issue #5? Is there a particular way you'd like this worded?


I would love to give us a means of income thru giving innoculations, 1 for each type of poison (health, action or mind) and 2 for disease (substat and main stat diseases) Allow us to make A packs, with a low med rating, that anybody can use with novice medicin exchange for low effectiveness (10-25 range).Highly rated C packs which would give a 40-50 effectiveness resist vs. our poisons/diseases. The middle ground could be B packs, with 25-40 effectiveness range, that would take master medic to use, giving someone a reason to get master medic only.. Interdepency works both way's, that would mean someone would have to be dependant on us for some type of crafted product, instead of us depending on other classes for everything...



Message Edited by vortexala on 03-15-2004 04:05 PM








MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Sarkyn
Tue Mar 16, 2004 2:27 am
#5

No real problem with interdependancy itself, but I do like the idea of new schematics for everyone.

Cure packs, requiring IA/DM
Methinks the game mechanic would make it easier to introduce a new schematic than change an existing one. I guess this might be the "Area Cure" they are all crying out for.

Innoculations
Would you really want to sit in coronet with a queue, selling innoculations? I would guess it would be a one-shot for poison and one for disease, knowing the game-mechanic does not separate resists into specific stats. If so, then yeah, sure. I'll be introducing new 150+ Potency PvP mind packs if they do, that's for sure.

Weapon DOT's
Sounds good. Why not. Can we have one of these new weapons while we're at it?

Money
Fixing Mission difficulty metre's on mission terminals so that it took the CM Effect into consideration would resolve 90% of this problem. CM's could either craft-and-sell (like Docs) or hunt-and-mission (like Combat classes) for money.



Dr. Soo Chee
12pt Master Doctor, 12pt Toxicologist
BlueDog Corp Member and Supporter of Ferocious Kittens
Medicine/CM Vendor:
Corellia, BlueDog Mall -2000 -4660 (everything medical)

Princess Leia: "Darth Vader?! Only Soo could be so Bold"

Sarkyn
Tue Mar 16, 2004 2:30 am
#6



Sarkyn wrote:
Innoculations
Would you really want to sit in coronet with a queue, selling innoculations?



(thinks about it)

Lordy, people can't even spell "Buffing" right, I can see the tell's I'll get if we get this. Can you imagine how people will mangle the word Innoculate.



Dr. Soo Chee
12pt Master Doctor, 12pt Toxicologist
BlueDog Corp Member and Supporter of Ferocious Kittens
Medicine/CM Vendor:
Corellia, BlueDog Mall -2000 -4660 (everything medical)

Princess Leia: "Darth Vader?! Only Soo could be so Bold"

Ravioli_DND
Tue Mar 16, 2004 3:51 am
#7

Innoculations would be useless to make money anyway. You'd only need them for PvP and how many guilds out there go into PvP atm without a combat medic or twenty?



______________________________________________

IGN Ravioli and Raviole
Raviolette's Tailor Vendor - Waypoint City Rori (-1044 -3566)
SioBabble
Wed Mar 17, 2004 1:45 am
#8

Issue 2:


Doesn't anyone else get solicited to mind pool disease people in cantinas to generate XP for entertainers/dancers/musicisans?


I've probably earned 200k credits for about three evenings of work just diseasing people.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


krais99
Wed Mar 17, 2004 7:19 am
#9

Indeed Tazz, people gladly pay 5k per set of 3 mind diseases (mind/focus/willpower)


However this will come to an end once the hologrinding ceases to exist.


Secksay
Wed Mar 17, 2004 7:54 am
#10

Issue 1....The idea of having Weaponsmiths dependent on us for DoT effects is good (goes with our profession nicely). The idea of having Armorsmiths dependent on us for Poison/Disease resist components, GENIUS....2 birds with one stone (people want resist to this stuff, provides us with a customer for our stuff). The idea of Doctors requiring components from us for their poison/disease cures is excellent (who better to provide the sample for these weapons then the people who make those type of weapons). Let's be clear though...Doctors should not get the ability to heal an area...PERIOD. In the great words of George Carlin, "THAT'S OUR %$^&ING JOB!"


Issue 2.... OK, I looked at this and it seems to be 2 seperate issues. One is being able to sell stuff that other people will buy? See Issue 1 above for that solution. The second is a mission terminal issue. They have the problem in that you just don't go walking around with a poison grenade in your hand in SWG. They would have to find a way for calculations from what you have loaded in your hotbar slots....but then you'd have to deal with people who hot-swap weapons in combat (i.e. Commandos with FT's and Rocket Launchers; BH's with Lightning cannons and Scatter pistols). It's a very hard thing for them to calculate a CM's leathality in PvE, let alone PvP (too many varibles at this point in time). I'm not a programmer, so I don't know of any solutions that would work for CM's and not break other combat professions in the process. The have a problem in that department, unless they go with the attitude that CM is not a "stand-alone" profession. I have to admit, that I'm also a Pistoleer in addition to being a Master CM. Lets just say it will be harder then we think to fix this issue.





Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
kb1
Wed Mar 17, 2004 12:41 pm
#11

Issue 1: All for it !! Have weaponsmiths rely on us for components for poison/disease add-ons, armorsmiths use our components for resist add-ons, and docs rely on our comps for poison/disease single cures. Area heals are our job, as stated before, any area poison/disease cures should be ours as well. Otherwise, just combine docs and cm's into one profession and be done with it. If these items can't/won't be done, then by all means we should not be dependent on anyone else either.


Issue 2: If issue one is resolved properly, issue 2 will no longer be an issue. Having a market for our components would be a tremendous benefit. Want more? Than let us make innoculations to sell that have a low med use requirement. Give us more benefits in battle so that groups will actually want us along for the hunt. As it stands now, docs are becoming far more sought after in battle than we are....hmmmm....


Kbeone

Chilastra
SecretFire
Wed Mar 17, 2004 3:07 pm
#12






vortexala wrote:




Issue #1: Interdependency


Should we put Issue #12 into this issue? For example, if we were to have Docs dependent upon us for components for their cure packs, would that mitigate the need to be able to fully experiment on all of our requisite components?


Also, there have been ideas of Weaponsmiths/armoursmiths requiring components from CMs in order to place DoT effects on weapons they craft.(more a wishlist idea probably).


Should this issue simply reflect the fact that CMs(all medical professions, really) have to depend on outside sources for their required resources? Similar to Doctor Balance Issue #1 found here:

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22459


Is there a different take on this that you may have? Any examples you'd like cited?



Issue #2: Money


Just as the Medics, a large number of CMs have issues with obtaining credits. We do not have any services to offer, such as buffing for docs, nor do we have any widely used meds to sell, such as B-Stims. There are no 'Medic Missions' from which we can obtain credits from for using our healing skills, and 'Destroy Missions' do not scale with our offensive abilities.


Our source of money is dependent upon outside professions or finding a customer-base amongst the low-level, or other,CMs who don't want to craft.


Should there be any other examples cited? Should we simply 'borrow' from the Doctor Balance Issue #5? Is there a particular way you'd like this worded?





I have thought about this for awhile. It's hard to suggest something that would help us and not turn right back around and cripple us. If you're going to require drs come to us for comps to make cure packs, I feel it would also be a good idea to suggest something only CMs could offer as an optional additive to the poison resist food chefs can make. The food would stay as it is now, if they use this optional part from CMs it could double the resist value or something. Or what if we could provide things to give a small % of poison resist that tailors could craft with. With these suggestions I think it's very important there is a cap on how high your poison and disease resists are allowed to be! I think this covers both the indep and cash issues.


As for the weapon thing, it is my opinion if you're going to add that it should only be IF it's poison dot dmg. I'm cringing as I type this and I don't really like the idea.


Forgive me if somebody posted the same idea with foods already, my eyes are tired of reading all of the posts.





vBlissv

presently not playing swg actively

Rikilii
Wed Mar 17, 2004 3:32 pm
#13

I honestly don't see why CMs have a problem with money.


There are tons of ways to make money as a CM, just like every other profession. First of all, a CM has enough skill points to master Doctor, or a weapon skill, giving him plenty of opportunity to make money by selling stims, buffing, or running missions, or hunting loot droppers.


A CM, like everyone else alsocan earn money by harvesting resources, with or without having Surveying.





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

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
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