Doctor Archive

Thread: Idea for doctors to make money while encouraging them to heal at medical centers

Aram1
Wed Sep 17, 2003 5:46 pm
#1

Making money as a doctor seems to come down to selling medical supplies to people, as tips just don't tend to cut it.


Tips are far too variable too, some will tip me a large amount for little heals(500 for a few health heals) and some I will heal from both action/health from 0 back to 1k and get nothing. I'm not placing the blame totally on players, some just cant afford it, and well some people are just cheap.


However what needs to be done is implement a system that rewards a doctor for actually setting up and staying in a medical center, thus making it easier for players to get fixed up, while helping the doctor actually make a living as a "doctor" not just a pharmacey stuff.


So how to do this?


Simple, when a doctor "resgisters" at a location, in addition to showing up on the planatary map as manned(and this seems pretty vague, I doubt most players even know which symbol means manned, the crescent moon or the star) they recive payment for wounds healed.


So Tim the doctor goes to Mos Entha, and registers and waits around for a few patients. One comes in with a few hundred health wounds - and Tim prompley heals them up. He gets 1 credit for every 1 wound healed. The number could be adjusted if need be, but 1 credit per wound seems pretty fair to me.


Now damage healed- should recieve no ordrastically limited payment. Why? For one, I dont see it as the doctors job to behealing damage - and if you are in a medical center, you arent neccesarily in danger. Two, its way too easy tocause yourself action/health damage with no cost to you(Tumble to prone over and over etc) and thus would be rather easy toexploit. So either make it so damage healed gives no credits, or maybe 1 credit for every 25 damage healed, for a max of 500 credits per person, per hour(like merchant XP is capped for someone viewing your vendor, so you cant view it over and over).


I think this would be a pretty good system, that would help doctors be able to actually make a living doing what they should be doing- healing up people. I'm not saying there arent ways a doctor CAN make money, but it seems it would be beneifical to encourage doctors to remain in places where players could easily acces them and get healed, while rewarding them for doing so.


Comment/Suggestions?

Kreedly
Thu Sep 18, 2003 2:08 am
#2

But then you get the low-level docs and medics healing them slowly but surely. You don't get money either way doing that.



Talent is hitting something no one else can hit. Genius is hitting something no one else can see.
RogueBoomer
Thu Sep 18, 2003 4:24 am
#3

Not a bad idea yet to further this along and stem the complaints of a lack of Doctors in the Med Centers. How about FP points for healing in Med Centers? I myself would spend more time doing my civic duty for my Faction as well as community.



Dytchei Eanew Former Beta Tester, Master Doctor, Master TKM and First Gay Zabrak of Bria

Xytchei Eanew Master Architect Mayor of Arch Mesa Bria (Tat's 2nd City

www.gaymer.org A place for Gay Gamers to Gather

LAST PLAYER TO LEAVE BRIA PLEASE TURN OUT THE LIGHTS!
BurningSheep
Thu Sep 18, 2003 4:50 am
#4

Well there wouldn't be a lack of docs in med centers if the docs would get tipped properly.

The biggest obstacle in getting tips for heals is the fact that you receive xp for healing wounds. The xp reward is simply sufficient for a lot of people, receiving faction points for heals aswell would only make the problem worse imo.
TheGrifted1
Thu Sep 18, 2003 5:24 am
#5

I believe the point is to get DOCTORs back into the med centers. I maxed out on Medical xp last week and am still a lot of crafting from Master Doctor. I, myself, spend some time in the med center when I am in the area. I don't usually spend a lot of time there for many reasons. I am at the point where I don't care about tips or xp since I don't get it. I go to the med center for the good of the community because I'm needed. However, I do think the FP idea is better than money. I also agree that there should be more ways for doctors to be "doctors" than by selling their wares.



_::= Major V'anity =::_
The Aldera Sect
=::_::=::_::=::_::=::_::=::_::=::_::=
Ldwater
Thu Sep 18, 2003 5:45 am
#6

I would say that I both like and dislike the idea of setting yourself as 'On the job' and get paid per heal.


It would be good for both Novice medics and doctors alike so that they can gain both XP and creds from healing (unless the going rate is something stupid like 1cr per wound healed)


The only issue is where would the money come from? Many people could argue the same for missions, that for them, the money just appears from nowhere, so why would it not be applicable to Doctors / Medics healing in med centers? I wouldn't be too damaging to the economy because it would effectivly be medical missions.


Dont hold your breath for change tho, it took long enough to get diagnose, and medical forage is still useless!




-ldwater
Starphire
Thu Sep 18, 2003 7:19 am
#7

newbs will never stop healing for free..



Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Zarlor
Thu Sep 18, 2003 7:27 am
#8

I wouldn't say just newbs. There are also some very accomplished Medics, Docs and CMs out there who will also, always heal for free.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Alistaire
Thu Sep 18, 2003 8:20 am
#9

SOLUTION: HMO's


Neutral player must purchase an HMO plan that will allow them to be healed a certain number of times before they have to purchase a new plan. Doctors will be able to check if the player is presently covered before choosing to heal the player. When the HMO expires the player willbe notified and the doctor/medic should be able to see the change of status.


Imperials/Rebels: the faction pays aligned players for healing their faction members. IE: Imperial doctor healing Imperial players gets paid to heal as though the player had an HMO plan, but would not be paid by a rebel player unless the rebel purchased an HMO to cover the costs. The rebel in this case would only be displayed as not having an HMO.




-Alistaire Goldenblade (Bloodfin)
Master Marksman, Scout(4-0-4-1), Creature Handler(3-3-2-2), Rifleman(4-4-4-3)

-Alistaire Goldenblade (Lowca)
Master Medic, Master Doctor, Novice Carbineer

-Costik (Tarquinas)
Fencer(1-0-0-1), Pistoleer(3-3-3-3), Smuggler(4-2-1-4)

Droideka-9
Thu Sep 18, 2003 8:36 am
#10

Just to point something out that will be in effect before too long. The Dev's are gearing-up to release player cities, which will bring about more player buildings. It will be a little while before any architects get into the Urban Designer profession, but it won't take THAT long.



Anyway, the point is that player-owned hospitals are comming soon. Doctors (or hospital owners at large) should be able to charge a usage fee for the hospital, and doctors healing could demand to be paid by the admin.


The big issue, of course, is that you can't justify charging the same amount for a 5-wound-point heal as you can for a near-death reviving. I guess the only thing to say here is that my idea isn't all-inclusive. In any case though, cities built on hostile worlds in the middle of nowhere should be seriving high-level players, and they should be able to afford the care.


Anyway, please just read this idea as a starting point for further thought. For instance, people comming into the hospital could be required to make a player-generated mission. The doctors can go to a terminal and take the mission if the price is right, and go from there.


Just ideas!

finum
Thu Sep 18, 2003 8:44 am
#11

I heal for free sometimes but mnostly I do not bother with it because I need my woundpacks to heal my PA on hunts and I resent incurring the cost of making super duper woundpacks that heal 900+ health wounds in one shot only to not even be ackowledged or thanked, let alone tipped. My instinct is to helppeople without charging but, they make it difficult.





|||F|i|i|W|i|n|u|||
"Freedom is just a word. If I have to fight for a word, my word is ********"
[Swamptown Ranger]
SickoRider
Thu Sep 18, 2003 8:52 am
#12

I am trying to avoid weighing in on this topic anymore, as it is so vehemently debated. Yet here I am with my two creds. If you dont want to have a combat or artisan career to get by as a doctor, then you shouldnt have to. I think the only solution that nobody can contest is medic/doctor mission terminals. All other profession have them but us, so lets see em. I imagine the coding is a little more complex than your run of the mill go kill something, point A to point B, or make something and take itto X, but I'm sure they can do it. I dont really have money problems anymore, but I deeply sympathize with new medical players, and I wouldnt mind that security in case of an emergency. We should really pressure them to put in medic/doctor/cm mission terminals in the next big update. I'd rate the issue as serious to critical.



Qur'tu Quesho

Q's Rx - Shop & Clinic -
medical grade resources, high quality component crates & pharmaceuticals
Zarlor
Thu Sep 18, 2003 8:56 am
#13

Medic missions could easily be craft-something and bring it to X location. We are crafters too, so as long as the schematic is a General or a Food & Chem one, those missions for Medics should be pretty easy to make.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Page 1 of 2
Previous Next