Doctor Archive
Thread: Proposition for medical payment system
This is a partial repost of one I did in another thread. I have cleaned up the idea some, let me know what you think....
The medical professionals in this game are largely being ignored as far as a structured way to make income from your profession. The goods economy is in full swing as you can see from tailors and weapon smiths charging healthily for their crafted goods. Some medical pros are doing well by crafting meds for the folks that picked up Novice Medic. The problem we face is, we provide a service, not a product (besides those meds).
The use of this service is our primary strength, and it is something almost no player can live without. The game is not designed well for us to sell our services. This of course would be optional for all medical pros, you could remove yourself from the "medical Directory registration" if you didn't want to be bothered, or you like the system as it is now. Read on and let me know what you think. Once it has your approval I would like to present it to the Medic and Combat Medic forums, and from there to the primary SWG discussion. Consider the following scenario:
Commando Bob comes into Moenia after a nice couple rounds in the nargalatch caves. He has 300 points of wounds to a couple stats. He walks into the med center and types /medicdirectory. He sees the following pop up in a window on his screen.
Registered Medical Professionals within 500m:
Adrian Lightheart
*Medic (First Responder)
-Wound treatment speed 30
-Wound healing 21
Rates: I charge 2c per wound point for action and health, 3c for sub stats
Patient Approval 97% (click here to see praise and complains against this person)
Roleplayer: Yes (optional)
Currently treating a patient: No
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Darius Threatenshot
*Master Doctor
-Wound treatment speed 75
-Wound healing 100
Rates: I charge 10c per wound point for action and health, 20c for sub stats, and 10k for a full set of Buff Ds
Patient Approval 33% (click here to see praise and complains against this person)
Roleplayer: Yes (required)
Currently treating a patient: No
------------------------------------
Violet Starchaser
* Doctor (Medical Professor)
-Wound treatment speed 60
-Wound healing 65
Rates: I charge 1c per wound point for action and health, 1c for sub stats, sorry I can't buff yet
Patient Approval 98% (click here to see praise and complains against this person)
Roleplayer: No
Currently treating a patient: Yes
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Commando Bob looks at his bank account and his watch.
"Hmm I have plenty of time and very little money. I'll wait for Violet. She can heal fast enough for me, doesn't charge alot and has a great patient approval rating."
He then does a /patient Violet Starchaser to see the list of /patients waiting for Violet. He doesn't mind waiting for her next two patients so he clicks the "add me to this patient list" button. Violet has another box on her screen that shows the list of folks waiting in line. She sees Commando Bobs name pop up in the list, and sends him a tell that she is outside the cantina with a droid, and will treat him soon.
During the healing process, money is subtracted directly out of the patients inventory. The patient can stop this at any time by hitting the X next to his name in the patient list (this has a 5 second delay). The medical professional can continue to heal the patient if they want to treat for free and the funds would not be removed from player.
Lurker it's a nice plan... but I don't ever see the devs coding this because... well... as a coder I can see quite a few code and database dependancies which just makes it non-feasible.. especially because of the way SOE divides it's coders into foreign groups.
Anyway, what I do is have a macro set up with my fees. Type /say or /r and then hit F8... sends my fee schedule to them instantly.
If they agree and then refuse to pay.. I tell them it's there choice, but I will be forced to add them to my /ignore list and they wont get services again. So far nobody has ever refused to pay.
P.S. If you are short on money... I suggest you start making stim b's and selling them on the bazaar. Buy the resources at 2cpu... combine the med (after experimenting on it) and sell it for 500-600 creds. If your PA has a general store, put your meds on there and sell to your PA. As soon as you can afford personal harvesters, pull your own resources (should cost around 0.5cpu) and you'll make even greater profits. Keep upgrading all the way to heavies.
Money isn't really a problem if you take some time to create medicines.
Once you reach master doc you can put away all your harvesters and live off buffing. By that time you'll work out how and what you need to make 800+ power enhance Ds.... and you won't be able to log in without people asking for buffs and willing to pay up to 10K for a set.
Arcdischarge wrote:
Just demand payment before healing wounds.
Did you read the thread or just the subject line? The point of this thread was not only to manage fair payment for services rendered, but also to assist players and medical professionals find each other and manage patient healing.
If you are a medical professional your opinion is important, too. After reading the first post here, do you like any of the suggestions? What would you change?
estotic,
you just wrote the longest sentence ever. 9 lines and no periods.
Soren_dVinn wrote:
Lurker it's a nice plan... but I don't ever see the devs coding this because... well... as a coder I can see quite a few code and database dependancies which just makes it non-feasible.. especially because of the way SOE divides it's coders into foreign groups.
Thats certainly possible, but this doesn't have to be restricted to Medical Pros. Think about all the other professions that have services to sell: Smugglers for slicing, CHs for training, Entertainers for buffing, Weaponsmiths/Armorsmiths for repairing, etc.
If the system is generic enough it could be implemented for all. What I have suggested wasn't really tailored toward any profession except Medical Pros, but it with some changes it could even be implemented for scouts taking player contracts for meat and hide, or for player contracts for surveyors (I would LOVE for this, as I had to drop artisan so I can't find materials anymore).
While I could easily see your point about the complexity of coding, SOE claims that their drive is for a player economy. Goods economy has been WELL implemented with Bazaar and vendors, but the services side has been completely ignored. It might be enough for SOE to take notice to fill this gaping hole in game design.
PS. Travin you made VERY good points in your post, I am not ignoring them but my reply isn't finished yet (its long).