Doctor Archive

Thread: Big List of Doc Issues for Novemeber (Discussion AND Vote!)

HoboBilly
Sun Nov 02, 2003 5:48 am
#53

My Vote


1.




Stven Brightleaf
HoboBilly
Sun Nov 02, 2003 5:51 am
#54

My Vote:


1. 1


2. 23


3. 28


4. 6


5. 29


6. 21


7. 17


8. 19


9. 31


10. 11




Stven Brightleaf
SilentSlayer
Sun Nov 02, 2003 7:23 am
#55

1
4
17
45
21
53


First on the medical survey issue. Like you said, combat medics got terrain negotiation, a scout skill, why can't we have a form of survey, an artisan skill? One possible compromise would being able to survey for just the things needed for our craftable items. It would make sense that we could recognize what a dantooine berry was because we use it all the time in making meds. Or perhaps make a new survey tool craftable by artisans for medics. All we do is punch a button or whatever on the tool anyway.


Also, like it or not, Doctors are required in combat even though there are combat medics. We have to be there to resuscitate and cure poisons etc. We need some sort of help with combat, not offensively, but defensively. I am not for sure how to implement this but if we could somehow gain a sort of advantage that others won't kill us as easily it would be great.




===========================
CU: All your bugs are belong to us.
Cas_Lowca
Sun Nov 02, 2003 11:58 am
#56

As always Zalor execellent job...much appreciated.


1) #1


If it is not some minor form (scaled back) of sampling,I dont care. I mean really, i am gonna medical sample for my buffs, give me a break. Medical sampling would be good for medics, but i dont see how it addresses the Doctor issue. If he does not want to deal with it and tries to slide this inas medical sampling, then I believe this ISSUE needs to be broken out into another issue so it can be addressed. I trust you will handle this in the best manner.


2)#4


3) #30


4) #37


5) #6


6) #7


7) #18


8) #17


9) #20


10) #2





Visit the Credit Sink - outside of Coronet 884 -4778, just look for Jenny. Drop off anything you would like to sell or take a look around and purchase something.
VandarStardriel
Sun Nov 02, 2003 3:37 pm
#57

1. 1
2. 3
3. 4
4.5
5. 17
6. 18
7. 30
8. 32
9. 50
10. 79


Keep up the awesome work Zarlor







I do not aim with my hand; he who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun; he who kills with his gun has forgotten the face of his father.
I kill with my heart.
WDElite
Sun Nov 02, 2003 4:04 pm
#58

i know how you could solve mind healing, have mind healing use action/health points to heal mind in effect this would mean you are in infact losing 2 times the point you would normally and tbh your not a doctor if you cant heal a person..... also doctors should be able to heal anyone. cause i mean its bloody pathetic your a doctor not a fighter, if you choose to heal your best mate that happens to be rebel and your imperial thats between you and him not the faction councils/emperor to decide .
simple thoughts. even if ye had to be grouped would still be better than as it is



Despise

Darkonnis - Eclipse - Master Doctor
Despise - Europe-Chimeara - Who knows?
Tainted - Europe-Chimeara - Master Artisan, going chef/tailor
Penguinous
Sun Nov 02, 2003 6:10 pm
#59

1. 1
2. 17
3. 4
4. 79
5. 64
6. 45
7. 39
8. 36
9. 35
10. 31


Keep up the good work!



Epowo BiPiCa
Master Swordsman
Goon Squad
Enola_Gray
Mon Nov 03, 2003 3:35 am
#60

I have already voted.. but I would like to discuss.


Medical Surveying/Medical Forage.


I think the DEV's are trying todeflect the Doctor Surveying issue by talking about turning Medical Forage into some uber bonus for stim and buffs by finding whatever... like Krayt tissue for guns.


I want to make sure that this does not happen. These should be 2 totally different issues. Doctors NEED!!!! a form of surveying. Doctor is in part a crafting profession.


Please make sure when presenting our list of issue that it is clear that this new (imo) lame idea of Medical Foraging is NOT a replace for what I believe will again be Doctors #1 Issue... Surveying. I want it to be very clear to the Dev's what we are asking for... we want SURVEYING.... we are not asking for soemthing else. If the Dev's want to rework Medical Forage fine whatever but that is NOT the issue we are asking for.


If its not surveying then I dont want it. Period!!!! I dont want to see a bunch of uber Medical Forage Enhanced 650+ Stim-B's out on the market being use by Commanods, Bounty Hunters, Smugglers, or Creature Handlers. As if Doctors arent already "almost" totally unnessassarry in combat and hunting parties as it is because of 400+ Stim-B's. If this were to happen I do not think Stim-B's should be allowed to be enhanced

HanLFG
Mon Nov 03, 2003 6:18 am
#61

Votes:


1 - 17.On Fire Cure


2 - 86.Med Center Grouping


3 - 23.Resuscitation Pack Usage on Faction Pets*


4 -12.Enhance Griefing/Override* (A simple /clearbuff action all /clearbuff all command would be a simple solution IMO)


5 -75.Factory Speed* (A thousand times yes)


6 -4.Master Doc Benefits ( #23, #45 would be great as a start)


7 - 21.Faction Points


8 - 45.High Level Wound Pack Consolidation


9 - 53./diagnose Refresh


10 -87./registerwithlocation Command


Great work as always, Zarlor

NinjasLovePirates
Mon Nov 03, 2003 6:24 am
#62

Here's what I posted on a seperate thread because I thought that this would be mostly a Vote thread, and no one would discuss... PLEASE give me some feedback on these suggestions. I think if we could come up with an idea for the Devs that's been worked a little already, that could help Doctors out alot:





Okay, I'm a 4-4-2-4* Medic (so I'm not totally experienced in Doctor, but I'm headed there). I am a Master Architect, Master Artisan, Expert Armorsmith, etc so I'm quite familiar with the crafting/surveying/harvesting issues.


Issues 1 and 2 had to do with doctor's being indepent from scout/artisan skills or players.


I suggest that the Organic Chemistry branch include micro-organism study, harvest, and experimentation. This way doctors could survey, gather, and grow mini cultures for components for medicines. This would give the Doctor a more scientist feel and give them more independence. To do this, it would require an artisan crafted tool and a personal lab station crafted by an architect.


That would take care of the Organic requirements of stims (maybe the water, chem, gas, and metal too...)


To take care of the meat requirements, I suggest that the Survey branch of Artisan open up the Farmer and Miner class (like it still says on the Artisan description during character creation). Then, the farmer could have a livestock branch which they could use to breed animals for meat, milk, and eggs (no hides or bones). This would be greatly fun, and also create a lot more meat on the market (since hides and bones can be sold for more than meat unless docs pay a lot). More meat, better meat, cheaper meat, fun for all.


That takes care of harvesting...


For the mind healing thing (something that bothers me a bit), I suggest this. Maybe there could be 'pain killers' to easy the mind pains of players. Though, since a pain killer of such a healing strength would realistically down the player some how, here's what I suggest:


Have a drug that would quickly cure mind (through instant cure, or a strong 'cure over time'), but have the side effect of dizzy, a penalty to Defense Vs Posture Change, and/or maybe a random chance of lowering posture. Alternatively, this drug could only be applied if the target is sitting or prone.



I think that I've covered issues 1, 2, and 3 with these proposals. Let me know if I'm on to something, if I'm way off, or if I'm covering only some of the bases. My goal was to fix some things while adding NEW content, not just cloning other professions (like adding a watered down /sample).


Please give feedback to this as I would love to see what others think





As far as the Docs not being need because of 400+ Stims, it's pretty true. Even a Master BH or Commandocan take up Novice Medic and get a +19 Injury Treatment +19 Wound Treatment shirt to wear under his composite very easily and could do his own healing, and do a good job of it too... I think they should increase the Medicine Use of Stim B's a little... That could give a reason to do Pharm I-IV sooner than later anyway...




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Zarlor
Mon Nov 03, 2003 6:52 am
#63






Cas_Lowca wrote:

As always Zalor execellent job...much appreciated.


1) #1


If it is not some minor form (scaled back) of sampling,I dont care. I mean really, i am gonna medical sample for my buffs, give me a break. Medical sampling would be good for medics, but i dont see how it addresses the Doctor issue. If he does not want to deal with it and tries to slide this inas medical sampling, then I believe this ISSUE needs to be broken out into another issue so it can be addressed. I trust you will handle this in the best manner.




Actually that was one of the initial reasons for wantin to break these issues out, but I have gone back to make sure and remove all traces of reference to /medicalforage from the issue, because they areally are two different things. /medicalforage is definitely a Medic command, especially the way Mr. Hanson is suggesting for implementation. So I will end up presenting it in a changed format. This one is stil hot, hot, hot and the more folks that complete their templates who have Doc in there the hotter this issue seems to get.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Mon Nov 03, 2003 7:09 am
#64






NinjasLovePirates wrote:

Here's what I posted on a seperate thread because I thought that this would be mostly a Vote thread, and no one would discuss... PLEASE give me some feedback on these suggestions. I think if we could come up with an idea for the Devs that's been worked a little already, that could help Doctors out alot:







That's what I get for not reading your other thread close enough (because I didn't really have time.) You were right. These were prefect as a seperate thread in some way because it is lokking at some new sloutions, but they also address existing issues so they are perfect for here as well. (But you are probably right that discussion on this thread won'tbe as high as it might be in your other thread.) So having both threads is probably a good thing.








Okay, I'm a 4-4-2-4* Medic (so I'm not totally experienced in Doctor, but I'm headed there). I am a Master Architect, Master Artisan, Expert Armorsmith, etc so I'm quite familiar with the crafting/surveying/harvesting issues.



Issues 1 and 2 had to do with doctor's being indepent from scout/artisan skills or players.


I suggest that the Organic Chemistry branch include micro-organism study, harvest, and experimentation. This way doctors could survey, gather, and grow mini cultures for components for medicines. This would give the Doctor a more scientist feel and give them more independence. To do this, it would require an artisan crafted tool and a personal lab station crafted by an architect.


That would take care of the Organic requirements of stims (maybe the water, chem, gas, and metal too...)






How would that work, though? We just make the stuff out of nothing? Or would we still need resources orforaged items to make these things. The crafting system seems to work from the concept that you need something in order to make something else. So if you flesh this out a bit it might be an interesting point to work from.








To take care of the meat requirements, I suggest that the Survey branch of Artisan open up the Farmer and Miner class (like it still says on the Artisan description during character creation). Then, the farmer could have a livestock branch which they could use to breed animals for meat, milk, and eggs (no hides or bones). This would be greatly fun, and also create a lot more meat on the market (since hides and bones can be sold for more than meat unless docs pay a lot). More meat, better meat, cheaper meat, fun for all.


That takes care of harvesting...






IF they decide to open Miner/Farmer back up again. I'm not sure if we will see that because they may feel like they are starting to spread out points too thin. We used to have Miner in Beta but they decided to yank it. Not enough folks trying it out,I guess, or not enough unique skills to spread into it. Farmer, I think, was what BEs were supposed to be originally but they kind of got turned into what they are now. I'm not sure we can rely or consider either of those options unless we are more aware of the reasons the Devs decided not to include them in the final consideration.








For the mind healing thing (something that bothers me a bit), I suggest this. Maybe there could be 'pain killers' to easy the mind pains of players. Though, since a pain killer of such a healing strength would realistically down the player some how, here's what I suggest:


Have a drug that would quickly cure mind (through instant cure, or a strong 'cure over time'), but have the side effect of dizzy, a penalty to Defense Vs Posture Change, and/or maybe a random chance of lowering posture. Alternatively, this drug could only be applied if the target is sitting or prone.






Are you trying to suggest this instead of what is being implimented for CMs? Right now I don't think Mind Healing is the issue anymore (they are going to give it to someone, namely CMs, but pretty high up in their tree.) The issue now appears to be one of "Should Doctors get Mind Healing as well as or instead of the CMs?" Now if they decide they want to give Docs Mind Healing and to make it different than what theyare doing with CM then these might become a consideration.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Asimer
Mon Nov 03, 2003 9:26 am
#65

#1


#2


#31


#14


#21


#28


#95


#53


#64


#72

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