Droid Engineer Archive
Thread: Medical Modules
I can understand the purpose of the various levels to storage and data modules (once they start working), but medical modules?
Do these actually improve the skill of the medic who is working close to the droid, or are they just to allow the medic to use skills outside of a camp/med center? I know they each have a medical capability score...but what does it signify??
Thanks in advance
Personally I have not noticed improvements when healing. I wish we had some hard and fast numbers though, so we knew what the module did, and why we should want a higher "Medical Capability" rating in a droid.
That being said I am not sure how you could test this and it is very likely if this is intended it is probably not functional yet.
That is one frustration of droid work there are so many items that have very questionable usefulness to the point from the information given in game you cannot easily decipher even what was intended.
Droids are very very much a work in progress and I fear it will be months before we have answers to questions like this.
Kaid
Hi.
I am currently working my way up the DE profession. This is my second attempt at this. My first didnt last long as I ran out of materials pretty fast and cash was not easy for me to come by.
But then I joined a PA and things looked up. People to team with and lots of new friends. Asking the PA I realized that we were in need of a DE. Also shortly before player cities moved to live we were told that Protocol droids for the shuttleports would be in the DE tree. (Recent posts let me to belive this is no longer the case)
Altho. I am currently at 1-0-4-4 in DE and enjoy it very much.
And now for my question that have some resemblance to the topic.
I can make medical modules 2 at this time. I can also make weapon/droid/general crafting modules.
Making a LE repair droid or a Surgical droid I can fit one of each into those and thus have a walking, talking (Love the sarcastic chip) crafting station.
Looking over the skillboxes I lack atm, I notice a food crafting module in one of them, as well as a architect crafting module and a armor/clothes crafting module. But is the medical modules what allows for making and experimenting of medical supplies?
As of now it works, but is this intended, a bug or am I missing something?
I admit I grinded my first 8 boxes of DE, but that was to be able to make the good droids with good experimentation. I've never seen a holocron except as a screenie and I doubt I ever get one. Even if we are broken, I dont regret my choice for DE this time.
Get orders to fill, resource balancing, verbally being abused by your droid... gotta love it.
Can't wait for more variation in droids.
And Sintrosi... You're the greatest.
/bow
Kaldeth wrote:
But is the medical modules what allows for making and experimenting of medical supplies?
Making/experimenting on meds is done with use of the Food/Chem Crafting Station, not the Med. modules. Those can be used by Medics to heal black wounds anywhere (assuming the droid is charged).
And Sintrosi... You're the greatest.
Of that, there is no doubt.
Respectfully,
The "food crafting module" is the one used for crafting medical supplies. Its just not exactly labeled properly. Should be "Food and chemical crafting module". Anyways, thats the one for medical supplies, stims and such.
Cheers...
Ellewen,
Ellewen wrote:
Actualy, med modules can only be used in camps. unless something changed again withought us being told. Med modules make camps basicaly into a med center, in sort of a sick demented way.
Med modules can 'do their thing' anywhere. It doesn't have to be a camp.
/bow
Respectfully,
Umm.... no. they don't seem to work in cantinas for one thing.
Okay...I forgot about that little caveat. They wanted people to still use hospitals.
Ellewen wrote:
Umm.... no. they don't seem to work in cantinas for one thing.
If your droid has a Med Module, and it's called and near you, you can use it to heal wounds in any place other than a cantina.
There, that's better.
/bow
Respectfully,
This is strange.
A friend of mine wanted a droid with a WDG module and also the ability to make stims. Since I can't make the food/chem crafting unit for droids yet I slapped a medical module 2 on it. And before I handed it over (He was offline) I tried to make a small med. I was far from my house, standing at the door to a small house I know have no crafting stations in it. And I could make a low level stim with experimentation options.
True. this can come from the WDG crafting module as a while back the WDG tool lists most of the basic stuff.
If that is the case... When will this no longer be a valid tool to use to make stims or other meds? At what diff level does it start to require a food/chem crafting module? C stims? D?
Also a follow up question. What does the number on the medical module mean? I get 55 or 65 medical something (Not in game atm) For a while I thought this was what the usage level of the items used capped at. so a 55 module would not allow use of anything above 55. Or is this a bonus to the medical skill when healing? adding an additional 55% skill based on your current skill?