Doctor Archive
Thread: Real reason why we want floral survery skill within medic tree
I see numerous posts saying that we should get some sort of survey skill that would allow us to sample only 1 just to see the quality... And that would make us more 'independent' on other classes (true to the spirit of crafting class), and that it would end up being good for artisans b/c it would create additional demand for harvestors...
Why so verbose?? The real reason we want that skill is b/c we want to get that 29 skill points we would get back from discarding survey/artisan so we can spend it on, say Creature Handler, pistoleer or whatever other profession that would make us even more powerful. Those points are enough to easily make us master in another elite class, (14skill points perelite tree, so it would allow 2 more additional elite trees).
We are already tanking a lot of mobs, and this would make it worse. I personally don't see this as worthy to receive Dev's attention, it is more or less another attempt to empower our class ina gross way. I would prefer the Dev's to work on bug fixes first, ie factories and enhances.
Medical Forage is an artifact left over from when stim As had three slots, each requiring one unit of organic to build. The idea was to allow medics to at least start out as self sufficient, and to lessen the starting difficulty of probably the hardest class to break in to. It had the unintended side effect of making people whine endlessly about how expensive B packs were relative to their cost.
Now that A stims require eight of the same resource, medical foarge is useless. It would be nice to be granted survey abilities in medic, but which ones would we get? Personally, i need organics, chemicals, minerals, gasses, and energy to run my harvesters. This means that i would have to have the ability to use all of the survey tools, which, unless the skill is rendered useless, kind of trivializes the survey branch in artisen.
Simply giving us the cert to use the survey tools at Novice Medic will not 'trivialize' the survey branch of Artisan. Simply giving us the ability to use the survey tools means we are left only with the most basic survey ability. If we wanted to be able to get the maximum survey range, then we'd need to actually take artisan and go up the survey branch.
But just letting us use the blasted tools, at novice medic, will enable us to plant our harvesters on a good spot without having to waste 15 skill points to do so...
could you just buy a skill enhancer for surveying once they actually start working.
dont know if that will work without learning novice artisan but its worth a try
I'm assuming you only want /survey...
not /sample
...the trouble here IMO is...
The reason that novice skills are so expensive is because they hold al lthe fundimental commands for that profession.
If we want /survey (and not the rest of novice artisan)... what wil lwe pay for that... it can't be free..5 points?
The second problem is...
If we get /survey... Why can't another professions request /healdamage.. /healwound /diagnose... or any of our novice skilsl for free (or even 5 points too).
It sets a precident.
BTW I'm in the same boat... keep survey 4.. or even novice artisan.. or get mroe gun skills.... 15 is a lot of points.
I think the solution to this problem is not stealing a /skill from another novice profession.
The solution to this is (drum roll):
Player missions.
We already have NPC survety missions... Woudl it take too much more work to impliment plyer survey missions (whenever we get player missions)...
terminal lists... paying 1000cr. for 80% spot of liquid petro fuel. Player surveys it (automatically blocks out surveys in no-build zones)... Mission completes. player gets his payment. we get an e-mail with waypoint.
Solves 2 problems
1.) we need to know where to place harvesters.
2.) low level artisans need goods/services they can actually sell (there is nothing to sell until PAST the novice block of the advanced professions.. even then it is hard to sell without all 4 boxes in crafting/experiment).
I dunno... we will probably disagree on this (lol surprise)...
but swipign a skill from another novice box, will set a very bad precident, and degrade a very fundimental design choice (which can be argued to be good/bad itself, but unlikely to be able to be changed without a total skill system re-write) of expensive novice skills which have great value in several/many... basic "/" commands that jsutify that cost.
-T
No survey is a skill u get in artisan u need ./survey to use tools and /sample to sample...so no skill enhancements cant be used
GuyIncognito8 wrote:
could you just buy a skill enhancer for surveying once they actually start working.
dont know if that will work without learning novice artisan but its worth a try
Traigus
Most enlightening post! I really hope that player missions come into play in the near future.