Doctor Archive
Thread: How to fix / diversify medical forage
What if we got medical forage, AND medical harvest
Each level of crafting would give you a + to medical forage / medical harvest, which would correspond to what meds you could make.
Lets say you can make stim B's, you would harvest / forage for what goes into a stim B, because thats what your med level suggests.
If tuned correctly this does a few things:
Encourages grouping. Since a medic will gain both skill and meds from fighting with a group, this is a win win.
Takes care of medic wealth problems: Again, this will help the medic get wound healing meds too, and they will be able to keep their group healed in all respects, making the med center grind not so prevalent.
It does not interfere with the economy: Anyone that wants to make and sell meds can do so. Only very very small amounts of meds would be generated this way, and their quality would vary. There will be people that simply dont want to constantly mess with it, or have better meds.
It fixes the current ability, without requiring survey: this is great because again anyone wanting to mass sell will need artisan, survey, and harvesters to make anything large.
It is not macroable: I think the devs hesitate because if med forage made meds, people would just macro forage like they macro sample - if a good deal of it is required from an animal, then you would both need to be doing something, AND you would not be able to automate the process.
It is similar to a scout bieng able to harvest animal resources for their own tents and such. Just think about how much money hides cost, then you will see that this is definately NOT a way to mass produce anything, or make money. It is simply a way to over time provide meds.
I see this as a win win situation, for medics, doctors, and CMs, without altering the economy, the skillpoint system, or giving the medic types a skill that is not truely native to the class.
PS. Id put Zarlor please read, but Im aware he reads just about everything
I wish to point out as an additional factor, that this would most likely produce non advanced meds, which would be FINE for a real medical person.
Stim Bs are fine in noobie groups, and Stim Es are fine in larger more advanced groups, and the novice medical people using the really high quality adv stim Bs would still have to buy them, as medical forage / harvest would not come close to producing anything along that level.
Same goes for wound B's. The goal is to provide small amounts of med resources useable to craft meds, that allows a medic to do an adequate job, without making them really sellable - this limits them to personal use only. If anyone can make a mediocre stim B, I dont see many people that would buy one.
If you want awesome meds / bulk meds, then you get artisan, and you take survey and harvest for them (which I would still do).
It gives you a skill that allows you to make meds as you need them, as the situations that will require the use of meds, is also the same situation that puts you where you can use this to get meds.
This solves the medic / doctor / cm money problem for healing people, so that the group payout really is the payout, and Im not sinking tons of money into stims. Id just harvest / forage as we went.
This takes and makes medic / doc / CM viable, WITHOUT having survey, artisan, or making us have medical survey.
How many master medics do you know that use uber stim Es? Maybe on pets but thats probably all. Your master medic, would be able to make small amounts of stim E's for only the cost of bieng in a group and working with that group, which would be what helped him make more.
This would be very usefull, without bieng too good, or upsetting to the way things are done now.
ok, this is might just be me.
but the money problem is still a problem but not nearly what it was when i didnt have my harvestors. my 5 (anything on tat, but try to shoot for tat fiberplast) harvestors, 1 medium flora harvestor (lokian wild weat), 1 solar generator were the best investments i ever made. I hover around 100k credits sometimes more sometimes less (i have meduim house and food factory as well). But i sell my extra materials on the bazaar, there is no way i use 5k inorganics in one day.
the only incentive i can see with your proposal is saving 15 skill points, but a good doctor is going to need these harvestors to makeenhances (only seen 2 people actually sell enhance packs, and only by special order)
It goes into healing other people, who most of the time dont want to pay to be healed.
Where do other people get their money?
Missions.
Why dont medical people tend to seek out missions? It costs money to keep groups alive to do those missions. I can with ease spend 10k worth of meds I could have just sold, keeping a group alive long enough to break even.
If you could get what you needed as you went, it would scale with your ability, and hence the groups you were in, and would provide for you a way of earning money: Do missions with other people where you dont have to spend your own money.
If you are already a master doctor, this is of little use to you. Put yourself in the shoes of a novice medic on a new server, and see what you think about bieng able to gain meds, xp, and money from grouping though.
i can imagine it would be hard for novice medic to start off like that.
i didnt have that problem because i just picked up novice medic to see what it was like while also being CH and Rifleman. i had 3k+ misc. organics (from getting all that scouting xp) and 50k in cash to get me started, plus the ch abilities and rifleman abilities so i could run some pretty decent missions (which i actually didnt need to do until i became a doctor).
so i guess i was lucky...