Medic Archive

Thread: Making medic's lives easier

Ailnobh
Sun Jun 29, 2003 1:02 pm
#1

I don't agree with removing the ability to use artisan produced materials in beginning medicines. Give medics more options, not less.
Khafar
Sun Jun 29, 2003 1:24 pm
#2

I'm a Scout with Novice Medic (and Organic Chemistry I so I can make wound packs as well).The purpose is soI can treat my wounds and my group's wounds in the field for awhile, at my camps-- at least until Battle Fatigue makes that too difficult. Then we return to town to get healed up there.


I like both ideas, particularly since they pretty much only impact lowbie medics.


Khafar

vortexala
Sun Jun 29, 2003 1:29 pm
#3






Holocron wrote:

OK, the first suggestion is this:



  • Make medical foraging find small herbs/bacta globules/bugs/whatever (think: aloe and penicillin mold) that can be used to make medicines. Not resources, in other words. Because they are not resources, we do not need to worry about undercutting the surveyors and scouts.

  • Make the A level stims and wound packs use ONLY these.

  • Make higher level medicines use smaller amounts of these, so that profession interdependency increases as you go up.

This would make new medics trying to make medicines a lot better off, I think.


The second suggestion is based on beta tester ideas:



  • Make tending use a small device. This device lasts a long time but does eventually break, and is made by artisans.

  • Have it have charges.

  • Each item that you can medical forage up gives it a charge.

  • Take out the current wounding/battle fatigueeffect of the /tend commands.

We now open the floor to the medics for comment.







Hey Holo,


The 2nd idea would be the best way to go. Give us the /tend option, using an actual tool, which would be less effective then the A level stuff but STILL effective nonetheless. This would go far to easing the newbie into the profession. The first option simply makes the medics less useful and makes getting novide medic with OC I something that everyone will do.(Not that they aren't already)


Have different levels of the /tend tool that an artisan can make. Allow the artisan to craft the newbie tool at novice(while still giving the tool automatically to newly created players), then at Dom II another /tend tool that would be slighter better then the newbie one, perhaps near to the level of the crafted A meds. Master Artisan could craft the best /tend tool for a Medic which would be on par with the B level meds.


You could even add certs to the Pharmacology tree that would allow us to use the tool and get better at it, give us an incentive to go up that branch while at the same time giving it something else to fill it out.


Scaling the /medicalforage command at the same time will simply serve to round out this newbie issue.


And then at the Doctor level, a player should be already well on their way to interdependency and be able to simply get the resources they need from artisans or get it themselves and will no longer need the /tend tool.



btw Holo...please, please, don't forget the /diagnose command.




~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...
Staiglier
Sun Jun 29, 2003 1:30 pm
#4

I like both ideas except that:



Make the Stim-pack A's use the foraging material, but keep the Health and Action Med paks using "regular" materials. The low Medics can trade Stim packs for other resources.



I also like the idea of being required to "equip" a medical device for the /tendwound /heal wounds . Much more "realistic" than the magica healing ability



Staiglier

Klordy
Sun Jun 29, 2003 1:35 pm
#5

I'm a medic with artisan skills,


Fruits (Flora)
and Chemicals make perfect medicenes, however, I think there should be some sort of WOUND healing in the novice tier.


However, if y'all don't want to do that, PLEASE just LOWER the ammount of Mental damage you get.


I think it strikes a balance thata medic does get damage when he's healing with no medicines, that makes a nice temporary use and then you have to head over to an entertainer... I like that...


however, you can't heal one person up fully before you have to go to the cantina. So, please just lower it... I'd say 1 or 2 Willpower and Focus + 1 BF each heal.


Also, Can you please increase the ammount we can heal by as novice medics? This healing 10 a hit takes FOREVER to heal someone with 400 wounds or more... I know this is by design, but just up it a few more, because our skills are useless to people who want NO down time. And with useless skills, we can't advance.



Thanks,


Klordy




Sektor Mentaken
MooseHead77
Sun Jun 29, 2003 1:45 pm
#6

Love them both Holo.


We still do need the /diagnose option. We need to see those secondary stats.


Thanks for the response devs.


Lyllian
Sun Jun 29, 2003 1:48 pm
#7






Holocron wrote:

So, near the end of beta there was a lot of discussion on the medic profession, how it emphasized crafting too much, how the medic ws the most difficult newbie profession to get started in, etc.


This here is a proposal to tackle JUST one aspect of that. It felt a bit like we got overwhelmed with the sheer number of ideas proposed for medics, so I want to present just two things (one of them based on suggestions from you guys during beta) so we can discuss them, before we move on to tackling other things.


OK, the first suggestion is this:



  • Make medical foraging find small herbs/bacta globules/bugs/whatever (think: aloe and penicillin mold) that can be used to make medicines. Not resources, in other words. Because they are not resources, we do not need to worry about undercutting the surveyors and scouts.

  • Make the A level stims and wound packs use ONLY these.

  • Make higher level medicines use smaller amounts of these, so that profession interdependency increases as you go up.

This would make new medics trying to make medicines a lot better off, I think.





Totally agree with this first idea!!!


~Lyllian




~Cammie 'Come What May' Ky'Lara
Master Ranger
Master Creature Handler
Blackstaff425
Sun Jun 29, 2003 2:11 pm
#8

I like the first idea. I would love a diagnose comand as well.
Kivlan
Sun Jun 29, 2003 2:11 pm
#9

I would definatly prefer option #2. Having almost completed the enitre medic tree (a few skill boxes to go!), I have discovered it to be incredibly fun. I don't like foraging, it's tedious. Being able to purcahse components makes more sense, and doesn't feel like grinding.


So by purchasing an artisan device that allows us to use the /tend ability and no mind wounds/bf, it'd make it much easier for the newbie medics to dig themselves into the profession, without sacrificing interdependancy and REQUIRING us to do boring forage commands over and over again in order to craft our meds.


So let us craft meds with regular resources like we are now, and give newbie medics the ability to just use the /tend a lot more. Sounds good to me.




Kivlan (Kettemoor)
SWG Realm Admin
http://swg.crgaming.com
Kivlan
Sun Jun 29, 2003 2:21 pm
#10

To add to my previous post:


It'd be way too difficult to progress through Org Chem if it required foraged components.


PLEASE do not make us require foraging. I want to buy my materials from scouts, etc. It's their job to crawl around on the ground picking up bugs, not a medic's. I want to buy materials in bulk and make 50 stim pack a's with it. If we required foraging, it would take forever to get the 400 organic and 400 inorganic components needed to make that many stims.


Foraging should NOT be required of the medic. Definatly option 2. Or let us still have the option of crafting meds with regular materials, OR foraged materials.




Kivlan (Kettemoor)
SWG Realm Admin
http://swg.crgaming.com
BeerForBreakfast
Sun Jun 29, 2003 2:27 pm
#11

Sounds like all those ideas put together would really helpmedics a lot. One thing in particular that I'm happy to see is the idea of crafting medicines with actual medicinal items (herbs, bacta, and even bugs).For me, the whole notion of being able tocombineanyinorganic element with anyorganicelement andstill wind up with medicinejust doesn't feel right.I suppose I can accept the organic part of it, butallowing ANY inorganics is just silly. I mean... I've been making stims out offuel and all manner of other toxic chemicals! Am I the only one that finds that completely absurd??


Anyway, one remedy that I can seeto this situation could be to change therequirementsfor the inorganic componentonmedicine schematics so that they are a bit more limitied.For instance, only allow minerals and metals to be used inthe inorganic slot. Thiswould feel much more'realistic' than the way it currently is.I guessthat's about the only big gripe I have about this class, but I know it's in good hands.My vote on the matter is to go ahead and put in all or most of theideas laid out here by Holo.

Pelsmith
Sun Jun 29, 2003 2:31 pm
#12

How can anyone think either of these two options are good!


How about just letting healers heal people? My God Raph! Brawlers can punch, why can't healers just plain heal!


OMG!!!!!! I am completely not understanding the mindset here. Not at all!


Pell

Whatevr
Sun Jun 29, 2003 2:38 pm
#13

Brawlers punch with fists, Marksmen shoot with guns, Artisans craft with tools and Medics heal with their magical healing aura?!?!?!? There has to be a tool to facilitate the action, just like all other professions.
Page 1 of 14
Previous Next