Doctor Archive
Thread: Doctor Top 5 for 8/1/03
I like the list and the order of the items... nice job. IMO #1 is definitely #1!
I've been really thinking about a major rework of the medical tree that I think would have a HUGE impact directly on the economy, gaining of experience, and crafting of medicine in SWG.
Now before you react... let me guide your thinking for a minute and hopefully you'll see the implications of these changes.
Here is my twist ... 3 changes:
1. Get rid ofthe med craftingcolumn (not the med crafting ability). Instead have crafting schematics addeddirectly in proportion to thetotal number of skill points invested in the medical tree. In otherwords instead of having new schematics based on how much crafting you've done-you get med modifier points for every skill point invested.Say +1% modifier for each skill point (so a Master Doc would have like a 140% modifier and a hybrid Master Doc Expert Combat Medic would have many more).
2. Remove Med Useage Skill. Instead this newly proposedMed MODIFIER would have a more universal implication (keep reading).
3.In addition to WHAT you can craft, the newMed MODIFIER would effect the AMOUNT of healingany given packcan render (though as explained below, it would not be the ONLY factor).Considerif the base heal of a pack was actually a MAX healand the size of the healwas a product of two factors:
#1)The quality of the ingredients and experimentation done on the component
#2) The total skill points (med MODIFIER) you have
Thus the math is very simple: good medicine in the hands of a good medicine user is infinitely better than bad medicine in the hands of an weak medicine user.
Random Impacts:
MORE EVEN DOC SKILL DEVELOPMENT: Additionally, the availabilty of certain crafting schematics would be proportional to the number of skill points invested .. this would also force people to develop more evenly (by row)in the medical tree (where a row for example has 5 skill points for each box vs a column which is 2, 3, 4, 5. This would reduce the benefit slightly to someone who shoots for a title like Master Surgeon without developing more evenly. It would also have an impact directly on folks who only intend to be suppliers of medicines if they don't invest well in the entire medical tree.On the lower tree of Medic it won't matter much buton the elite trees of doctor and CM it will. Nowit willbehoove a player to get intermediate everything first on an elite tree beforeshooting for advanced.
CRAFTING BURDEN ELIMINATED: The heavy burden of crafting is removed. Those who want to craft can and those who don't won't have to. Those who don't will fuel the new economy while still churning out quality medics and doctors who will make moreprofit since there will bea direct effect on rate and quality of a heal the higher you go in the tree.
EXPERIENCE: The lower level medics would benefit more on obtaining higher quality product from more skilled medicine makers.And by using the higher quality productthey would get more experience. This would create a richer in-community economy. Bottom line if you are using a stim E as a novice medic with only +15% med MODIFIER (15 skill points invested) you will get crap as results, but hey you can use that expensive pack if you want. Visa versa a Master Doctor with a 140% modifier using a stim A.
FREES-UP A COLUMN FOR FORAGING or OTHER: This would allowa whole new column in the medical tree (to replace the removedcrafting column)the new line could bededicated to /medicalforage (with a richer more proprietary medical value). Eliminating theawkward divided dependancyon the Artisan tree. While at the same time for the mass-product producingcrafters ... astrong economy with those who are in the field of obtaining large quantities of items.
NERFS NOVICE MEDIC: Tips and payment for medical healings would increase ... because essentially this change would nerf self-reliance on healing by folks who only invested in Novice Medic - this skill alone would be significantly reduced in ability. Throwing15 points into that skill and purchasingstim B's would not help you.
HIGH END MEDICINES USABLE BY ALL: Novice medics could use Stim E (though they'd still suck at using it, thus a severe waste). But this opens the market to more product being sold, as there would be some, though small, benefit to using the best medicine you could get your hands on no matter who you are.
SKILL POINTS FROM ARTISAN TREE FREED UP TO ALLOW DOCTORS TO BECOME BETTER FIGHERS: Nuff said.
__________
Negative impacts:
People who went for the crafting column only are significantly reduced in ability. They would now have tobecome more well-rounded doctors and combat medics to restore their abilities to former levels (thus they'd have to sacrifice skill points elsewhere or leave medicine to the REAL doctors).Bottom line: Master doctors and Master Combat Medicswould ruleas the best medicine craftersin the game. While those who were both Master Doctors and very elite CM's would be GODS of medicine.
Stim A in the hands of a doctor ... would suck worse than before. The MAX heal would be so low and only an intermediate medic level would be required to fully take advantage of the MAX heal. So a Doctor would be underwhelmed by lame medicine. Bottom line: Doctors would be using higher end medicines.
Possible strong forage solution would reduce business by surveyors and purveyors of materials. Though not completely eliminate them from the picture as anyone desiring to mass produce medicines would still need help from suppliers, or forced dump skill points in ARTISAN themselves.
Well ta ta for now -
Bloodfin, Master Doctor, Advanced Combat Medic
I agree with Zarlor whole heartedly, reguardless of the order, those are the issues we face. I have a few details that are more memo's than issues.
1. I've spent the money and time to get Dantooine berrys, and Talus water, but when I open Advanced Liquid suspension, the title of the schematic is Liquid Suspension, it has the strick requirements of the ALS, but only requires 6/6 which is equivalent to an LS, give the exp of an LS, and produces an Item that says Liquid Suspension, which leads me to believe that the Schematic Selection Screen is not opening the appropriate subroutine, or there is a bug in the device.
2. off the subject, but, I tryed to e-mail a list of the specific ingredients that I require to a number of artisans harvesting materials for money, and the size of the e-mail is too small to list everything in it's specific detail. I have to send two e-mails to get the full comprehensive details to the Artisans.
3. My Droid has no way of telling me if it's low on power. Example: "you may only do that while in a hospital, or camp". Where's my Droid? open Droid control, Store. "you are out of range". /groupsay anyone see my droid? perhaps a droid tracker instead of a fugitive tracker?
4. "you may not heal for 1 more second", "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action" "you must wait before you can perform this action". I am SOOOO not exagerating here. And you tell us not to spam??????????????????? What the heck is this and how can I avoid it?
5. I have some math questions on Zarlors statement, Stim E uses, 3 bio effect controllers, 1 Chemical Release Duration Mechanism, and 1 Liquid suspention. 3 Advanced Bio effect controllers from a factor crate means you only got 36 exp from them because they were made in a factory crate, 1 Advanced Chem Release duration mechanism would be 120 exp by the time you use it. Since Advanced LS isn't working, you get a regular LS, which is 52 exp by the time you use it, and an E class med is 100 exp. That adds up to 308 exp. How are you comeing up with 500. On Drugs that require multiple components you can only ever get 10% of the exp from those multiple objects, due to haveing to be made in a factory. BTW as of 8/5/03 Resuscitate packs gave zero exp. Had some sencondary stat enhance packs not giveing exp last week, haven't checked since the weekend.
6. yeah I know there's only supposed to be 5, but these are small and annoying. This is more of an FYI anyway. I have a second account with an artisan set up to farm all my materials. In a way, this represents how it will be when we have a fully unfolded player based economy where you have Artisan's Knowledgeable in materials that sell well. Currently it takes me 50/50 time ratio Collecting materials and crafting them into Med's / Using the meds to make medical exp. So in addition to your 57:1 ratio of exp, there is a 50/50 time ratio. I have to tell friends that I'd like to group with, 3 days a week, sorry, have to do the medical grind thing. Oh, and I have 2 factorys.
silliness
Why are all stim packs small if they're all the same size?