Doctor Archive
Thread: Idea for doctors to make money while encouraging them to heal at medical centers
Making money as a doctor seems to come down to selling medical supplies to people, as tips just don't tend to cut it.
Tips are far too variable too, some will tip me a large amount for little heals(500 for a few health heals) and some I will heal from both action/health from 0 back to 1k and get nothing. I'm not placing the blame totally on players, some just cant afford it, and well some people are just cheap.
However what needs to be done is implement a system that rewards a doctor for actually setting up and staying in a medical center, thus making it easier for players to get fixed up, while helping the doctor actually make a living as a "doctor" not just a pharmacey stuff.
So how to do this?
Simple, when a doctor "resgisters" at a location, in addition to showing up on the planatary map as manned(and this seems pretty vague, I doubt most players even know which symbol means manned, the crescent moon or the star) they recive payment for wounds healed.
So Tim the doctor goes to Mos Entha, and registers and waits around for a few patients. One comes in with a few hundred health wounds - and Tim prompley heals them up. He gets 1 credit for every 1 wound healed. The number could be adjusted if need be, but 1 credit per wound seems pretty fair to me.
Now damage healed- should recieve no ordrastically limited payment. Why? For one, I dont see it as the doctors job to behealing damage - and if you are in a medical center, you arent neccesarily in danger. Two, its way too easy tocause yourself action/health damage with no cost to you(Tumble to prone over and over etc) and thus would be rather easy toexploit. So either make it so damage healed gives no credits, or maybe 1 credit for every 25 damage healed, for a max of 500 credits per person, per hour(like merchant XP is capped for someone viewing your vendor, so you cant view it over and over).
I think this would be a pretty good system, that would help doctors be able to actually make a living doing what they should be doing- healing up people. I'm not saying there arent ways a doctor CAN make money, but it seems it would be beneifical to encourage doctors to remain in places where players could easily acces them and get healed, while rewarding them for doing so.
Comment/Suggestions?
The biggest obstacle in getting tips for heals is the fact that you receive xp for healing wounds. The xp reward is simply sufficient for a lot of people, receiving faction points for heals aswell would only make the problem worse imo.
I would say that I both like and dislike the idea of setting yourself as 'On the job' and get paid per heal.
It would be good for both Novice medics and doctors alike so that they can gain both XP and creds from healing (unless the going rate is something stupid like 1cr per wound healed)
The only issue is where would the money come from? Many people could argue the same for missions, that for them, the money just appears from nowhere, so why would it not be applicable to Doctors / Medics healing in med centers? I wouldn't be too damaging to the economy because it would effectivly be medical missions.
Dont hold your breath for change tho, it took long enough to get diagnose, and medical forage is still useless!
SOLUTION: HMO's
Neutral player must purchase an HMO plan that will allow them to be healed a certain number of times before they have to purchase a new plan. Doctors will be able to check if the player is presently covered before choosing to heal the player. When the HMO expires the player willbe notified and the doctor/medic should be able to see the change of status.
Imperials/Rebels: the faction pays aligned players for healing their faction members. IE: Imperial doctor healing Imperial players gets paid to heal as though the player had an HMO plan, but would not be paid by a rebel player unless the rebel purchased an HMO to cover the costs. The rebel in this case would only be displayed as not having an HMO.
Just to point something out that will be in effect before too long. The Dev's are gearing-up to release player cities, which will bring about more player buildings. It will be a little while before any architects get into the Urban Designer profession, but it won't take THAT long.
Anyway, the point is that player-owned hospitals are comming soon. Doctors (or hospital owners at large) should be able to charge a usage fee for the hospital, and doctors healing could demand to be paid by the admin.
The big issue, of course, is that you can't justify charging the same amount for a 5-wound-point heal as you can for a near-death reviving. I guess the only thing to say here is that my idea isn't all-inclusive. In any case though, cities built on hostile worlds in the middle of nowhere should be seriving high-level players, and they should be able to afford the care.
Anyway, please just read this idea as a starting point for further thought. For instance, people comming into the hospital could be required to make a player-generated mission. The doctors can go to a terminal and take the mission if the price is right, and go from there.
Just ideas!
I heal for free sometimes but mnostly I do not bother with it because I need my woundpacks to heal my PA on hunts and I resent incurring the cost of making super duper woundpacks that heal 900+ health wounds in one shot only to not even be ackowledged or thanked, let alone tipped. My instinct is to helppeople without charging but, they make it difficult.