Doctor Archive
Thread: Proposal: Wound Healing in Medical Centers
- Medical centers are now largely useless and empty, except as placeholder buildings for NPC trainers. Healers cannot gain any XP within the building, and are out adventuring. Adventurers are no longer able to find healers at medical centers, and as a result have no incentive to go to a medical center.
- There are three current types of healers in SWG: combat healers, hybrid healers, and medical center healers. The current lack of EXP for non-combat healers is causing grief among the player base, and forcing players to (1) no longer continue to develop their healing abilities, (2) abandon the healing profession, or (3) be combat healers.
- AFK healing cannot be permitted, as it would unbalance the doctor class ( a combat class ) against the other combat classes. For example, a rifleman has no real way to generate EXP while AFK, but a doctor with AFK EXP capabilities could continue to advance at a higher rate.
Objectives of Proposal:
- Provide incentives for adventurers and healers to spend at least some time in medical centers, as it is good for the SWG community and promotes interaction between players.
- Provide a method for non-combat doctors to gain medical experience, so that they are free to pursuemore playstyles than currently encouraged.
- Avoid unbalancing the doctor class to other combat professions via AFK methods of gaining experience in a no-risk environment ( the medical center ).
- Address only issues with Wound Healing ( "black rot" ), not damage healing.
Details of Proposal:
(1) Add a "Medical Center Wound Healing" ( MCWH ) skill to the Medic class, available fairly low in the medic skill tree, with the following criteria:
- MCWH would do nothing outside of a Medical Center, as the healer does not have access to the necessary equipment for wound healing.
- MCWH would do nothing if either the healer or the target are in combat, as a peaceful environment is necessary for the healer to do his work.
- MCWH operates with similar capacity to /healWound, within the above restrictions.
- MCWH would operate on its own timer, independent of the Doctor's /healWound ability. This gives a doctor the ability to heal wounds (1) more quickly than a regular Medic ( which makes sense ) by cycling between MCWH and /healWound, and(2) more quickly than the Doc can heal others on the battlefield ( which makes sense, as the doctor has access to better equipment and facilities at the Medical Center ). Since adventurers frequently hate to wait, this would encourage severely wounded adventurers to visit Medical Centers to get back "on their feet" as quickly as possible.
- Experience may be granted for MCWH or /healWound performed at a medical facility, as detailed further down.
(2) Detect AFK healers in the following manner:
- Add a counter to the healer character, with a range of [ -50, 50 ], and a default of zero ( 0 ) at login.
- On a successful /healWound or MCWH( e.g. the target is wounded, is a valid target, and wounds were healed ), increment the counter, keeping the resultant value <= 50.
- On an unsuccessful /healWound or MCWH( e.g. no target selected, target is not wounded, or target is invalid ), decrement the counter, keeping the resultant value >= -50.
- Since macros have no real way to determine if a target is a valid heal target, the counter of AFK macros will tend to drive towards -50 rather quickly: online healers will have their counter drive towards 50 for the most part ( with occasional drops if they "over-heal" their intended target ).
- This assumption ( that macros are unable to properly decipher if their target needs healing ) must be valid if the above AFK-detection routine is to work properly. AFAIK, this assumption currently "holds water".
(3) Apply EXP for healing wounds in the following manner:
- Wounds healed outside of a medical center ( via /healwound ) receive no XP award: the combat XP aware should be sufficient medical experience for the combatant doctor, and keep him largely on par with other combat classes of the same level and adventuring style.
- Wounds healed within a medical center ( either /healWound or MCWH ) wouldus the following formulato awardEXP:
EXP = (wound points healed * ( 50 + counter ) )/ ( 100 * DivisionFactor )
DivisionFactor would be a constant ratio, determining how much wound damage points it would take to give the healer one XP.
For example, if DivisionFactor were 1, a Medic with Counter 40 ( actively healing, probably not AFK ), and who heals 15 points of wounds with a /MCWH, would receive ( 15 * ( 50 + 40 ) ) / ( 100 * 1 ) = ( 1350 / 100 ) = 13 XP ( rounded down ).
That same Medic, if Counter -40 ( probably AFK ), would receive ( 15 * ( 50 - 40 ) ) / ( 100 * 1 ) = ( 150 / 100 ) = 1 XP ( rounded down ).
This would allow a Medical Center healer to gain XP for wounds healed, while AFK macros would have the EXP rewards be driven quickly towards zero ( since their counter would reach -50 quickly ), so that players would have to use their healers interactively in order to receive any significant XP.
Credit:
I hate to say it but this proposal just sounds like the old rules.
Don't get me wrong I like it. I think it made sence and gave some usefulness to things like camps and meddroids (not to mention med centers).
They should go back to you can't heal wounds except in a med center, camp or with a droid, move wound healing to pre-doc line of medic, currently there is really no reason to be a medic, stims are so much more powerful than any medic heals.
What do you think about incurring Battle Fatigue (at a very slow rate) from wound healing?
- Should med center doctors be dependent or Entertainers for healing?
- (and conversely) Should cantina entertainers be dependent on doctors for healing?
My "gut" tells me that it should be an all-or-nothing proposition: making docs dependent on entertainers just doesn't seem "right" to me if entertainers aren't also dependent on docs. ( have no idea if entertainers currently generate wounds or not: but the lack of wounds on cantina performers seems to indicate that they don't ).
For combat doctors, I don't think it's an issue: they do accumulate battle fatigue ( just like any other combat class ) from combat, and as a result are dependent on entertainers.
For MC personnel, I could see a valid dependency, as long as it wasn't too onerous. Something like 1 BF per 100 WD healed with /MedCenterWoundHeal. Conversely, if there's no wounds generated on cantina entertainers, they would also need a slow accumulation of wounds ( 1 point per 'N' minutes of dancing? ).
Excellent post !! I hope someone of "greater importance" reads it.
I used to spend many an hour pre-CU just hanging out and healing in the med centers andI loved it but now /shrug. Don't get me wrongI think that the CU is great but if they brought back the usefulness of the med center it would be just much better.
Just my 2 cents ![]()
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