Doctor Archive

Thread: Proposal: Wound Healing in Medical Centers

After5CST
Thu May 12, 2005 3:07 pm
#1



This proposal may be of little interest to anyone but me: but I wanted to throw out an idea in the hopes that maybe the Devs might see it and can find something in the proposal to help improve the current situation with Doctors and Medical Centers. See the Credits section at the bottom for the threads that got me to start thinking about the issue.


Stated Issues(s) that proposal attempts to address:


  • 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:


Much of the credit for this idea was spawned in particular by this thread, which made a good point about not being able to find docs in med centers any more:


http://forums.station.sony.com/swg/board/message?board.id=generalgame&message.id=4864


I also drew from this thread about wound creation:


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=91480


... and probably other threads that I fail to recall at the moment.

Dapu
Thu May 12, 2005 5:11 pm
#2


Excellent post!


You state exactly what I'm trying to getdone in much more detail. I made my post more trying to get people's attention with the hopes that others would jump in with their ideas to fine tune itjust like this.


I really appreciate you addingyour thoughts to this issue.


Thank you!




SWDr. Dapu HustaeWS
;capo di tutti capi:
CThe Commission U[Comm]B
A Corleone, Naboo @


GentleBant
Thu May 12, 2005 9:03 pm
#3

Very detailed and well-thought out.


I truly miss the days of busy med centers, lots of folks hanging around, talking, waiting for heals, laughing together. Back then, docs and medics worked side by side to help others out, visiting and enjoying the scene, too!
oakenbacca
Mon May 16, 2005 3:04 am
#4


Here here, some kind of system where any medic can heal wounds even for minimum experiance points in specific locations such as medical centres would be so useful.


I have chosen to develop a combat medic charecter, well bit of a jack of all trades as im new and finding my way.


But now i see that contary to the manual combat medics cant heal wounds....very frustrating.


Doctors seem to be in short supply on bria whenever im playing and the amount of requests im getting for wound healing is staggering..and some very puzzeled people when i tell them that i cant actually do anything about it...which is why im walking around with 300 wounds
Corpusblight
Mon May 16, 2005 9:59 pm
#5

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.





h Corpus Blight MD RIP 8/8/05 h
No I never played Morowind or whatever the name is latin dammit!!
CARPE CORPUS!!
(also latin)
The Crazy Imperial Tuskan Doc

Formally known as this dude

Tiphus
Tue May 17, 2005 12:41 am
#6

Outstanding!

What do you think about incurring Battle Fatigue (at a very slow rate) from wound healing?



_______________________________________________________


"...like a pheonix from the ashes, may you rise a thousand times..."

-Tiphus Val'Dein

Healer of Heroes
After5CST
Tue May 17, 2005 8:14 am
#7

>>> What do you think about incurring Battle Fatigue (at a very slow rate) from wound healing?


I hadn't thought about it, really. It brings up the questions:


  • 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? ).


Dapu
Tue May 17, 2005 8:54 am
#8


I agree with After5CST. It would be okay if it were in with a system where the entertainers required medical healing in some way for their healing battle fatigue in return, but currently they do not.


In a way, healing is already dependent on BF being healed anyways. If a player has a lot of BF that has wounds to be healed (which usually come equally together between BF and wounds), they need to visit a cantina and entertainers.


So I don't really see the need to add BF to healing wounds. It can be done, but really if it is then entertainers should have something that needs healed by doctors in turn. Unfortunately, what you might end up getting is something along the lines of the tumbling of old at this point (doctors healing entertainer's wounds for xp and entertainers healing doctor's BF for xp). Which leans me more towards being against that idea than for it in the end.




SWDr. Dapu HustaeWS
;capo di tutti capi:
CThe Commission U[Comm]B
A Corleone, Naboo @


GordoTheHutt
Tue May 17, 2005 9:16 am
#9


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







Aren't the 'good things that come to those who wait' just the leftovers from the people that got there first?
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