Doctor Archive
Thread: Medical-Oriented Moneymaking Ideas
I am quite enjoying my character, being a Master Doctor and Master Combat Medic. I find the combination very effective and usually powerful, but there is one area that is missing. There currently is no way for a character like mine to make significant amounts of money solo.
Now it's very easy for a character like me to get into high-paying missions with groups, but it seems every other class type can take missions to earn themselves money when they don't feel like wandering to distant planets and grouping for hours. Since I have no weapon skill, all the destroy missions are the same as those a new character would face. Not to mention only my pet can take out lairs. All other noncombat classes have mission terminals of their own, but I was thinking something unique should be done for medical professions.
Contract Healing: Everyone with novice medic should be able to set a monetary rate for healing services, at least for wounds. It should start at a default of perhaps 1 credit per 3 wounds or somesuch, and be changeable from there. When a character brings up the radial menu of a character with novice medic or higher, one of the options should be to 'contract healing'. The customer is informed of the Medic's rate, and gets a dialogue box to accept or refuse.
If they accept, the Medic will get a dialogue box to accept or refuse to treat the patient. Once a patient is under contract, no one else should be able to heal this patient of wounds. The contracted healer would automatically get credits from the patient's credits, be they on the person or in the bank, as they heal the appropriate damage. If the patient lacks the credits, perhaps an dialogue box will appear for the Medic presenting the option not to use the heal charge they can't afford.
All this would be of course optional. Medics should be free to heal on their own initiative without a contract. The contract should also expire if 30 seconds pass without the Medic healing, after their delay of course, to prevent griefing. Medics should also be able to turn off the option to be taken under contract for the same reason. Perhaps a similar automatic system could be put in place for buffs.
On-Call in the Medical Centre: There should be an NPC or terminal in every medical center for Medics to go 'on-call'. NPCs will then be spawned at a set or random rate with varying degrees of injury, dependant on the level of the Medic. They will spawn, walk into the Medical centre to be healed by a specific Medic who is 'on-call', and no other. The money for the healing will be paid incrementally with each heal, with perhaps 50% of it to be paid on completion. The NPC should show up perhaps with a different colour name to the Medic assigned to heal them only, so they can be easily identified. If the Medic does not start healing within say 30 seconds, the NPC will walk out of the Medical centre and despawn, and the Medic will go 'off-call', and no more NPCs will spawn for them.
Field Healing: Missions perhaps also taken from the medical centre terminal. Higher money, heading out to heal injured people in the field. The highest pay should be for missions to head into the field to do resuscitations.
These are just some ideas I had to make earning money in the medical professions more interesting.