Doctor Archive
Thread: My #1 Doctor change Request
This issue is causing one of the last conflicts I have in the skills I want my character to learn. I want to be a Master Doctor / Master Combat Medic. That leaves me with 18 points. Do I use use those points to keep thePistolIV skill I've already earned? Or do I drop all of my damage output increases in exchange for the ability to keep Novice Artisan and Survey I? No matter what I decide, I have to drop Survey II-IV...
Combine this with the requirement of factory components on the higher levels of medicines, and it almost guarantees that a casual player will be forced to keepNovice Artisan, buy a factory, set up harvesters, etc. just to make enough meds to join a good sized hunting party.
I already spend all my "free time" running destroy missions so that I can afford resources, surfing the bazaar to buy resources, andgrinding out Stim-Cs and the wound-pack Bs so that when my friends decide we're going to go out hunting, I'll be ready. I need a lot more medical crafting experience before I can reach Master Doctor, and I haven't even started on Combat Medic yet. Why should I have to devote hours of my playtime doing tasks that belongtothe Artisan profession before I can even start to do the tasks that belong to my chosen medical professions?
I don't mind the interdependence of having Artisans make harvesters and survey devices for me to use, but I don't want to baby-sit a factory just to be able to do my job!
A lot of medical crafting frustrations could be alleviated with 2 things:
1) Make using factory identical components an option, not a requirement. Those who have the time and resources to have a factory grinding out the sub-components can continue to do so, but if someone wants to sit and make medicines by hand, it shouldn't matter what serial number is on the item. We will already have to have had an artisan make us a house and a personal crafting station, or a droid with the food/chem crafting module in it. We are still dependent on Artisans for our tools, just not for our livelihood.
2) Give medics the ability to survey for the components that are used in medicines. Then allow /medicalforage to give us quantities similar to /sample and allow the Diagnostics line to increase the yield just as Survey does from Novice Artisan.
If I put 3 different items in 1 slot, which stats will the schematic use?
The only solution would be to have 3 bio effect controler slots holding 1 (for example).
If we get this though, everyone else will as well... then nobody will ever buy a factory.
Some really big schematics, also may not be able to add more slots .
This is much more complicated development-wise than it appears.
-T
I made Novice Doctor a few days ago. I don't have a factory or any harvesters. I buy all the resources I need. I am perfectly okay with this arrangement, and think it makes a lot of sense. I like being dependant on other classes, as it adds to the realism of the economy. I don't mind the fact that I'm going to have to pay for my factory and harvesters - assumming I ever save enough to get them.
The problem for me is not that I can't get my own resources, but that scrounging up the money to buy them is quite difficult. The only reason I am not chronically broke is because I have ditched the med center completely. The med center is not a place for medical professionals to hang out their shingle for business, it's a free clinic. People walk in to the med center and expect to be healed on the spot for free. Most of the people I have seen who are permanant fixtures in med centers are novice medics who can't treat wounds worth a **edit**. All the doctors, who could clear the center of wounded in 5 minutes, have found working the med center a losing proposition and have gone elsewhere.
I make my money escourting hunting missions. That way I get a cut of the mission reward. My best experience was with a bounty hunter who paid me quite well (5K credits and 1K high quality bone) to escourt him and his pets for an hour. But instead of feeling like a skilled professional, I felt like a hired hand, because my patron was sitting on 1.7 million credits and I was struggling to break 20K. That just doesn't feel right. But it works that way because only fighter classes have a direct line on the source of credits in this economic model: running missions. Crafting classes - and medics especially - must get their credits from others unless they want to take a secondary role to the fighters.
I think the only way to actually make money as a straight medic is to organize. It makes a lot of sense: the reason physicians IRL are so rich is because people don't assume that doctors will heal you for free, and the reason they assume this is that none of them will. In Galaxies, this is not the case. I toyed with this idea, but judging from the fact that most of the medics I interacted with were strictly opposed to the idea as working against the enjoyment factor for all involved, I figured that there weren't going to be any non-medics that would put up with such. I have heard rumors of medical guilds on certain servers, but not on mine. As I haven't the time to create and maintain such an organization, I dropped the idea.
I'm starting to think that the best way of dealing with this problem is to enforce a kind of organizational structure upon the medical centers. Here is my suggestion: take payment out of the hands of patients. Have the devs set up a business area on the medical building such that to enter it costs money dependant upon the wounds one has. When a medic heals someone, they get money in proportion with the wounds they healed. This prevents medics from becoming a cheap way of getting out of cloning. I think with something like this in place, many of our problems would disappear. I like spending time in the medical center, chatting with patients, healing their wounds, etc. But I can't stay afloat if I do this. As much as I like healing people, the truth of the matter is that medicines are expensive.
"But what if I want to heal my friend for free?" That is, of course, your perogative. You have two options: either give him the money back, or get yourself a droid and go outside. Because droids are expensive, only established docs with money to burn could afford to do this, which is already the case, but most novice medics are well on their way to master by the time they realize this.