Doctor Archive
Thread: The Most Fun I've Ever Had...
Message Edited by Xtremegene on 05-28-2005 03:50 AM
Either give us Doctor Craftable Wound Packs, or scale the timer _and_ power of Wound Heals with Doctor skill level so that a Master Doctor would heal in say 100pts in 8 seconds instead of whatever it is now, like 20pts in five minutes?
After making Jedi I wanted to try something new, so I made my alt a Carbineer/Doctor
I've been grouping to grind xp and I have a lot of fun as a healer.
Doctor is a fun combat prof to play becuase it is vital to a group's success.
Hi
Sounds cool. But, how do you "register" yourself ? I imagine that this act allows players to identify your location ?
Fond Regards
Emmily ( Farstar server, Talus ).
You get "Register Location" with novice doc, and if you use that terminal, the Ctrl-V map will show a sun symbol next to the med centers name. If you leave the hospital you automatically de-register again.
I was a doctor pre-CU, I recently rerolled a medic after taking a nine month break.
The Med Centers are great. I would be in them all the time if I could gain expierience there. But in order for me to help people, I need to grind all of my medical exp in combat.
I still try to spend some time roleplaying in the centers, but there is just no point since there is nothing I can do to help my patients.
Only way to stop the tumbling, and afk grinding of the medic professions IMO.
Biguana wrote:
Well, doctors should not have to be in combat to earn xp. It makes sense for a Combat Medic to earn xp in combat but not a doctor. Doctors should be able to be in a medcenter or a camp (used as a triage center) and earn xp. This way a group could drop a camp. Run off to enter combat and the doctor in the triage center nearby could heal people with some bonus to wound healing and get xp
The doctor could enter combat and heal getting 0 xp(or maybe get a very reduced xp).
FS healers, hmm, they should be a mix of combat/triage center with a very reduced (or 0 xp) gain in medcenters.
Just a thought and a way to make camps usefull again too AND it gives a PvP target for the opposing team. They could seek out the traige center and try to take out the doctor(s) there and weaken the other teams healing.
/shrug not completely thought out ideas but something to consider.
velocity-x wrote:
Only way to stop the tumbling, and afk grinding of the medic professions IMO.
Biguana wrote:
Well, doctors should not have to be in combat to earn xp. It makes sense for a Combat Medic to earn xp in combat but not a doctor. Doctors should be able to be in a medcenter or a camp (used as a triage center) and earn xp. This way a group could drop a camp. Run off to enter combat and the doctor in the triage center nearby could heal people with some bonus to wound healing and get xp
The doctor could enter combat and heal getting 0 xp(or maybe get a very reduced xp).
FS healers, hmm, they should be a mix of combat/triage center with a very reduced (or 0 xp) gain in medcenters.
Just a thought and a way to make camps usefull again too AND it gives a PvP target for the opposing team. They could seek out the traige center and try to take out the doctor(s) there and weaken the other teams healing.
/shrug not completely thought out ideas but something to consider.
Tumblers don't use Wound healing. They use Damage healing. The Devs could easily have left Wound healing XP in, which would have eliminated the tumblers and would throw Docs a bone for something useful they can do in a noncombat environment. If Wound healing rates were significantly improved by being in Medical Centers, so much the better.
Edit: Do any weapons cause Wounds directly, like the old Flamethrowers used to? If so, then it could be used to macro XP. AFAIK there are none.
--doogie
Message Edited by DoogieHozer on 06-02-2005 02:37 PM