Doctor Archive

Thread: Medic Missions

Ooglez
Wed Jun 16, 2004 7:30 pm
#14

Apologies



In the immortal words of Garva:

A troll telling a troll which one is trolling more is kinda like a lake telling an ocean to stop being wet.
Erithil
Thu Jun 17, 2004 5:52 am
#15

Back in beta I fought pretty hard to get medic missions, and the developers were pretty adamant that they didn't need them. Other players provided a nearly endless opportunity to ply the medic craft, whereas, so it was reasoned, that beginning crafters couldn't sell their items as nobody wanted them, beginning scouts needed mobs to harvest, use traps on, etc., marksmen and brawlers needed to be able to spawn low level missions, etc.


I have always been disappointed that there are no missions for the medic. Not only do people play at some non-peak hours on their server when other players are scarce, but also with food and buffed regen stats, and people being able to self-heal for better solo play, healing other players isn't precisely what the developers originally envisioned it.


Medic terminals are long overdue. Missions can include:


1) Go and heal the damage of the hurt NPC. Can be timed or not.

2) Go and stop the bleeding of the hurt NPC. This definately can be timed as you need to get to them before they bleed to death.

3) Craft X medical components or final assemblies and deliver them to the NPC.

4) Help the sick animal. Like 1) above but for variety it's not an NPC it's someone's pet.

5) Surgery. This one's more tricky but it helps doctor immersion. The mission gives you an NCP city medical center to go to where you have to perform surgery on an NPC. It spawns an NCP who only will talk to the mission assignee, and who has a huge number of wounds to heal.


Just some quick examples, but ones that would provide the medic something to do that will give him a flat rate of credits in addition to the xp.



---Kalavar Rihn
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