Doctor Archive

Thread: An alternative use for medical experience points

FjonNakamichi
Mon Oct 13, 2003 8:46 am
#14

there is a cap on most meds based on the quality of the resources you use so even with 100 more experimentation points you would only be able to get the levels as high as your resources allow. When I can only find sub-par resources I often still have points left but nothing left to experiment on.Therefore, this idea wouldn't unbalance things so much but would allow you to fully take advanatge of the best resources out there.


Floyd


Scylla

Johaan
Mon Oct 13, 2003 11:54 am
#15

Thanks for the great responses all.


I think I would like to stick to the original proposal toexchange med experience points for one-time crafting points. From a role playing perspective, if I heal a lot, I am going to observe things about my tools and medicines that can be improved. From a practical perspective, medical experience pointsbuild upnaturally as you play the game. I don't grind anymore, so crafting experience just does not pile up very fast.


I also think one should not be limited to just using these one-time "bonus" points on prototypes. After all, there is no guarantee that the extra points won't produce a crit fail that actually decreases the value of the item. IfI get a great item, I want to make a schematic out of it.


If a possible maximum of 8 bonus crafting points is too large, increase the number of med experience points needed for one bonus point. As you know, 20,000 exp points per bonus point would limit us to four bonus points. 13,000 limits us to six. This can be balanced on the test center.


Keep the ideas flowing, and thanks again all who responded.



Johaan,


Starstrider

Ogova-Regulator
Mon Oct 13, 2003 5:37 pm
#16

Maybe I am wrong but isn't their a maximum quality that you can craft an item too based entirely upon the quality of the resources used. Thus making the argument about too many experiment points and uber meds not really a factor...




bleh
AdelphaB
Mon Oct 13, 2003 6:27 pm
#17

One thing about tying it to medical experience points rather than crafting is that it rewards the masters who continue to go out andheal and buff instead of just making and selling Stim Bs. I like that. The game needs it.


I would think it would have to be a very high exchange rate to keep from becoming unbalancing, even 40k (which can be done easily on a good night with the rightgroup) to one. I can think of plenty of times I could have used a couple more points. ABECs, final combines -a couple extra points could mean a huge difference.


And just think, no more novices complaining when you show up with your MD title... Ok, maybe that's asking too much, but then we'd have something moreto fire back.


(But then, would we have also freeloaders promising they'll buy our boosted stims if we heal their wounds for free...?)


Tying it to med crafting on the other hand potentially presents some interesting business choices: do I grind out 40k or whatever to get that extra point and then can I make up the costs of that grind by pricing up the boosted result? Or do I just let the 40k come in by cranking out and selling lots and lots of meds and not grind? The med crafting route would reinforce the role of doctor as a crafting class. Which is not a bad thing. I just don't see many people calling for more crafting.





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

Dr. Jinna An'geles - Blaster Trauma Specialist / Ospek - Fighting Naturalist

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

Happymob
Mon Oct 13, 2003 6:57 pm
#18

Tying it to crafting probably makes the most sense, but given the factory exp situation, I would only get to use it once in a blue moon. If they did tie it to crafting exp, we would still need something tied to medical exp. Single use wound treatment bonus (for an extra good buff) or component replacement items (much like certain monster drops) would work. Also, maxes out advanced subcomponents would be nice. Even if each one had a separate serial, I could still find a use for a single maxed out ALS or ACDRM (or even juicier for CMs, a maxed out AIA or ADM).


This would be very similar to spending faction points for faction perks. Call them profession perks, make them available from the trainers, and make them available only to masters (to encourage mastering a prof rather than dabbling). Seems to help a lot of problems all at once and it doesn't really seem to hurt anyone. You wouldn't even have to make the perks particularly good as long as there is some benefit.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Gallion
Mon Oct 13, 2003 9:36 pm
#19

I really like this proposal. I think the minimum cost per experimentation point should be 10k, and further restricted to a maximum of 2 bonus experimentation points in a crafting session. I'd also like this ability to be restricted to profession masters.
Worawl
Tue Oct 14, 2003 6:31 am
#20

I like the idea of having something to shoot for xp wise. I'm maxed out on everything and the only xp that even comes close to mattering for me is pistol. Because with 70k pistol xp, i can surrender pistol 4 and give my guildies 50 app points by having them train me in it.



What about at80k med xp, you get a one shot schematicthat lets you make a Stim that heals all 3 Hams (orif that is too hard for the Devs to implement,a 3 HAM stimgets placed in your inventory). A stim that heals mind would really be something to eagerly look forward to. I'd say, have it be non-experimental and only have 10 or so charges so you're only gonna use it in dire emergencies.



Worawl


Master Doc / Master CM


Corbantis

Jacore
Tue Oct 14, 2003 6:42 am
#21

Johaan,


I know you'd want to make a schematic out of it; I would too. So would every master doctor and master doc stim seller. And that's just the point.


You create this mechanism, given that we now have 1000 run schematics, then the market supply of healing products will substantially shift to these hyper-experimented products will become the norm. They will affect balance and changes will be made if not directly to the medical profession then to the game as a whole to compensate for the extra power you can have.


If localized to the doc realm this change would be regressive on younger medics an docs. On the game as a whole it will only further exacerbate the issue of uber-stim date we say them Cs?


What are docs going to do wtih these extra points? We're already pushing on effectiveness first generally. The first push will be on ease of use to see if we can push uber-stimCs down to med use 5. If not that, then it will be on charges.


Please dont' get me wrong...I love this idea. But I urge you to think of the implications of combining purchasing of any meaningful amount of exp points when tied to schematic runs of 1000....allowing the product of these exp points to become in the general economy I think is not wise.


Versions of this that somehow promoted the prodcuts being either doctor wielded only (by cranking up med use) or limited the capacity of production woudl be good. Merchant docs flooding the market products having 12-14 exp points on relevant subs (that have more than one exp bar) and final assembly is not good.



Jacore MD/MCM

Johaan
Wed Oct 15, 2003 11:49 am
#22

Once again, thanks to all for some very astute comments.


Jacore make a good case to limit the application of these bonus points to prototypes to prevent too many Uber items from flooding the market.


FjonNakamichi and Ogova-Regulator observed that the number of points expendable on any one item is limited by the quality of the materials used to construct it.


meyer1215 proposes to allow the exchange of extra med exp points for consumable perks.


Happymob also proposes to allow the exchange of extra med exp points for consumable perks, but would limit these perks to Master level docs.



In summary, many posters thought the initial exchange value presented in the original post was too low. Exchange rates ranging from 10K to 40K were proposed instead. I have thought about Jacore's argument, but still want the reward for this to be more than one prototype item. However, his/her words have merit, and I propose a compromise by limiting the number of experimentation points available at any one time to three.


So, based on these and other comments (thanks again) and some reflection on the issues raised, I will modify my original proposal to something like this:



-----
Some Master Docs want to be able to spend unused medical experience points to add extra experimentation points to the total available during experimentation. These would be single-use experimentation points. For example, let Master Docs exchange 25,000 medical experience points for a one-time "bonus" experimentation point. We would have a limit of three bonus experimentation points available at any one time. This ability would give us the option of trying to make a few nice factory schematics once and a while. It would also produce a continuing need for medical experience points.


Another alternative use for unused experience points would be Class specific perks available at the Master level.
-----



Fellow docs, it this an improvement, and does the 25,000 to 1 ratio seem more balanced?


Johaan,


MD, CM(4,4,4,1)


Page 2 of 2