Doctor Archive
Thread: Doctor FAQ
I've been working on an FAQ for doctors. It's not entirely geared for docs but also for people that dabble in medicine and have some questions.
I don't know much about being a combat medic or bio-engineer so I haven't included any FAQ's on those professions. I'd be happy to add some, though, if someone could put some together.
If you have any comments or would like to see additional FAQ's added to the list, let me know.
You can see the current FAQ at: http://www.geocities.com/mcglonec1978/swg/docfaq.html
Thanks.
Nice work, and a great foundation. Some fixes:
"You'll need to have the novice doctor medic skill to heal yourself at all. "
"The Stimpack B that I mentioned requires 104 units of resources that come from 4 different planets." You don't require advanced components in a Stim-B. It should be possible to craft one with resources native to every single planet.
"What's better, using Stimpack B's with First Aid 4 or Using modified Stimpack C's with Pharmacology 3?" - As a counterpoint, using Stim-Bs with a high first aid provides the end user a wide variety of stims to choose from, often as discount prices. Most people seem to price their Stim-Cs at double the price of their Stim-Bs. However, your existing example is equally correct. It's just a judgement call for the user.
"What resources do doctors need to make their medicines?" -I would move Organic and Inorganic to the top of the list along with Water, Chemical, and Metal. I would also recommend ithave a specific item for Seeds and Avian meat. The rest is for obscure uses (like Greens or Inert Gas), so there is little reason to list it. But no list should be without those four additions.
"What is an appropriate tip for a medic?
Obviously, this is up to the tipper and it's a touchy subject, but let me explain a few things. In order to make a decent medpack (let's say a medpack B, though they range from A to E), a doctor must use about 100 units of resources that come from a couple planets. " - As before, the specific items are optional.
Finally, I would recommend listing medicine use levels for the different meds, a question about things that were previously broken about Enhancements (does it work after using a shuttle, any downsides) and Res packs and how they work (and the food solution to permanent res sickness).
Again, good work.
i have pharm 3, and firstaid 4 and i use only stimpack a's becuase that is what i can afford. but on there it says they heal for just under 100. my a's heal for 80-262. but that coudl just be becuase of my firstaid.
hothype wrote:
i have pharm 3, and firstaid 4 and i use only stimpack a's becuase that is what i can afford. but on there it says they heal for just under 100. my a's heal for 80-262. but that coudl just be becuase of my firstaid.
That is indeed because you have first aid. The higher the first aid skill you have, the better you'll be able to heal damage. When I said that it heals for just under 100, I meant that as a base value. It will heal for just under 100 PLUS whatever bonus you get. Likewise for any other med - it will heal for roughly it's base value PLUS your bonus with that item.
I have revised some things in my FAQ (thanks to the ideas I've been given here) and even added a couple FAQ's to the list based on things I've seen in the forum over the last couple days. Please take another look and give me any more feedback you'd like.
I don't yet have screenshots of schematics up there, but I'd like to get those, as well as rough estimates of what products can do (such as med use requirements, healing power, etc.) How should these be shown? Should I show the most basic of items (not using experimentation and all basic subcomponents) or should I show something more advanced?
Thanks, everyone.
I would recommend base statistics using good materials (like 800s OQ and not terrible PE). The Doctors themselves can figure what they can do with their experiment points.
Best to set it up in table format, with the type of med, the typical base charges, heals/buffs, durations, and med uses.
Okay, my FAQ hasn't gone away. In fact, I've now started a section showing the items docs can make, along with what's required for them and what they do.
I've only got a small piece of it in place and I'm trying to put these in from memory so there are probably errors all over the place. However, I'm asking you to take a look and pay particular attention to the format in which the information is laid out. Is everything you want and need available? Is it readable/usable?
Take a look and let me know what you think. I wanted to get some feedback up front before I made the entire list only to find that I was missing something that everyone wants to see.
The URL is: http://www.geocities.com/mcglonec1978/swg/docfaq.html#q11
Thanks.
Sorry, I changed the URL on you already. I decided it would be better to give the crafting information its own page. The FAQ can be found here:
http://www.geocities.com/mcglonec1978/swg/docfaq.html
This page includes a link to the crafting info page, which can be found here:
http://www.geocities.com/mcglonec1978/swg/doccraft.html
A couple of the pieces of information I had been considering including but haven't (due mostly to space constraints) is which crafting tool is require to make each item and also what can be experimented on each on. If you think these things should be included, let me know and I'll see if I can find some room for them.
Thanks, everyone.
New to being a doctor? Have some nagging questions? Check this FAQ:
http://www.iootnega.com/doctor/faq.asp
I hope you find what you're looking for in that FAQ but, if you don't please let me know what needs to be added/corrected. Thanks.
Message Edited by mcglonec on 02-19-2004 08:01 AM
Wow, that is exactly what I was looking for! Very informative and just the questions I was thinking of.
Thank you,
-Psquire
Have a look around on his site too. He has also made a real handy resourceevaluator tool.
Great FAQ btw.