Doctor Archive
Thread: Pharmacist as a profession?
I've played CM and Doc both and what I've wound up doing isdropping everything in both professions EXCEPT the crafting trees. I was spending all my time chasing harvesters and crafting anyway and I discovered I actually enjoyed crafting,tending shop and conversing with customers more than fighting. Maybe I'm getting old. /sigh And too, I've found that CMsespecially and a lot of Docs to alesser extent, would MUCH prefer to playthe healer roleratherthan the crafter, soI've had no shortage ofcustomers.Anyway, I have the great fortune ofhaving gotteninvolved with someone who turned out to be one of the first Master Weaponsmiths on Kettemoor and I've been retailing his weapons for him alongside my medicines in my shop for a while now and it's been quite lucrative. He and I were talking about resources last night and we started thinking about how nice it would be if we could take 3 or 4 units ofa trashingredient that had one nice,secondary stat and combineit with another material that had a really nice primary stat but was a little low in the secondary. You might have to combine 3 units of trash to1 unit of good material or more to get a really beneficial alloy or compound, but we both agreed, it'd still be worth it to a master craftsman to have access to this kind of material....especially when one of the rares you've been waiting on for weeks to make an appearancefinally appears and its stats are very much less than spectacular to look at.
The same ideas apply to a pharmacist or an organic chemist type profession....a nice blend of Oats and Fruits to serve as your base Organic material for your final product, perhaps? When I first saw the BE title, I thought this was whatit was--then I looked at theskill descriptions. All I could say was, 'Bummer'.
Granted, I knowimplementing this kind of thing would require aMASSIVE rewrite ofsome very fundamental crafting code, but it's definitely something worth investigatingfor a long-term profession expansion, I think.
Just wondering if anyone else out there has been thinking along these lines and what ideas you've come up with.
Ketty Onari, would-be Master Pharmacist
Kettemoor, Talus, Nashal
I think there would certainly be a demand for some kind of alloy service. Perhaps that could be part of a Mining profession: taking garbage resources and combining them into a brand-new resource type with favorable stats. Of course, this would drive up prices for the good quality stuff, but I think that should happen with the economy and it currently isn't. (Right now a master weaponsmith can make superior guns for the same or less money, with better materials, which leaves no room for the bottom-feeders and non-masters.)
I know a lot of dabbler medic/shooters love to buy my stim Bs and Cs for their combat adventures. I personally don't have the ability to make much money apart from selling stims, so I wouldn't be a customer of a pharmaceutical company. (Sheesh, if I weren't selling my own stims,where would I get the money? And if I am making stims to sell, why would I buy any?) I might, however, partake of a company that makes good hybrid resources possible so I don't have to wander around forever looking for an organic suitable for medical use.
Why don't you recommend this idea to the developers as a new starter profession: Mining? I know they threw out Mining in beta, because they didn't have enough to make it interesting. I never heard them discuss the possibility of alloys.
Escia