Doctor Archive

Thread: Mission terminals.

XmagusX
Thu Aug 14, 2003 10:54 pm
#1

Okay, is it just me, or did the medical profession once again get forgotten? New big patch, some stuff that was broken got fixed, everything that was working got broken, we've been here before, nothing new. However, I noted that there are now mission terminals for every base class. Except us. Marksmen and Brawlers can destroy as always. Artisans can craft, Scouts can explore, Entertainers can dance and play, and Medics can...beg for tips as before. Is it just me, or did we get screwed in this deal? I mean really, how hard would it have been to set up MedMission terminals alongside everything else?
*sighs*
At least Combat Medic is worth playing temporarily.
Later,
Hera
XmagusX
Thu Aug 14, 2003 10:55 pm
#2

Okay, is it just me, or did the medical profession once again get forgotten? New big patch, some stuff that was broken got fixed, everything that was working got broken, we've been here before, nothing new. However, I noted that there are now mission terminals for every base class. Except us. Marksmen and Brawlers can destroy as always. Artisans can craft, Scouts can explore, Entertainers can dance and play, and Doctors can...beg for tips as before. Is it just me, or did we get screwed in this deal? I mean really, how hard would it have been to set up MedMission terminals alongside everything else?
*sighs*
At least Combat Medic is worth playing temporarily.
Later,
Hera
Dawe
Thu Aug 14, 2003 10:57 pm
#3

I noticed this. I'm guessing for jedi as well any class other than medic can eventually open force sensitive slot

It is probably too much effort for them to currently make missions for doctors and medics, since we can't heal npcs that aren't pets... what exactly could medics do in a mission without that ability?
vortexala
Thu Aug 14, 2003 11:08 pm
#4

Overlooked, yes.


But, in the end, that may be a good thing. I mean, have you taken a look at professions like Droid Engineer or Commando? Talk about getting hosed...


If that's what the 'spotlight' brings with it, then I'd prefer they left our profession in the 'dark'. Rather fend for myself with what I've got then deal with those kinds of changes...




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Ldwater
Fri Aug 15, 2003 3:24 am
#5

It would be good to see medic missions. I dont think it would be that hard to disable / control a flag on NPC's that stops them from being healed.


Personally, I would think that it would be really good to be able to get a job to heal peoples / NPC's wounds, heck, even other players would be good! Maybe neutral medics could be sent to camps / areaswhich have NPC explorers / scouts etc that require healing, or even better, Factioned medics could take jobssuch as going to an imperial base & healing somestorm troopers thatwere wounded on a raid on a rebel base and require healing quickly before they can return to battle. Then medics can get money, xp and take an important role in the GCW!


Another plus point for getting medic jobs would be that it would provide customers with the knowledge that if they dont tip, then medics now have an option to take on a mission and get both XP & cash. This would mean that if people are continually forgetting to tip, then they may find that the med centers are no longer manned by doctors & medics.


Just something that wouldmake a medics life in the game more interesting and more important than it already is.




-ldwater
Winin
Fri Aug 15, 2003 3:48 pm
#6

Don't read too much into it. All of the missions for the most part were already in the game before. The only difference is that now they are on terminals instead of on NPCs out in the wilderness. I've done survey, manufacture, dance, music, and scout missions long before the patch, and I got them by talking to npcs out in the wilds. The only new one (at least the only one I didn't see before) was the kill x number of creature y missions.


So adding those missions to special looking terminals wasn't that big a deal. Creating a whole new type of mission is a bit more work, so I expect it would take longer. I'm glad they got the other missions on terminals sooner rather than waiting.


That said, they really should make medic missions and put them on terminals.




Augro - Explorer, Gunfighter, Critter Wrangler
Kettemoor
FishWan
Sat Aug 16, 2003 11:25 am
#7

I've said this in a thread in the Doctor section: medic missions need to be First Aid treatment only. Why should we have to use our stimpack resources to get back some pathetic payment? Artisans just have to scan for some resources and sample -- cost, 0. Marksman have to shoot stuff -- cost, 0. (Okay, a little degradation on your weapon, boo hoo.) Entertainers have to entertain -- cost, 0. Scouts have to find stuff. Cost, 0. So medics should get missions that do not depend on paying out 10 charges from a stimpack in order to get paid.


FISH




Remember, there is no I in team, but there is an I in "Oedipus."
Bobadan
Sat Aug 16, 2003 2:34 pm
#8

I'm going to have to disagree. I don't think they need to add another profession terminal. I think they need to iron out what's in the game than add more to it, for now. We are the only ones who can go out by ourselves and do destory missions, without the need to get healed. Granted, u need to be a higher lvl medic than a novice, but still. And to be fair, it doesn't take much to learn a survey skill and do their missions. You have to take what u can get.



Difem Asrop
Imperial Warrant Officer I
Master Bounty Hunter/Ranger
Bria
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