Medic Archive

Thread: Why can't non-Medics heal a little?

Beausoleil
Tue Jan 13, 2004 8:52 pm
#1

Hello,

Only a Novice Medic here.. but has there been any discussion around why non-Medics can't use rudimentary Stims? Maybe just Stim A's or something? They are nothing more than a "band-aid" which I think anyone should be able to apply.

Just seems silly to me that I have to spend 15 skill points to apply the simplest of medicines.

Thanks,



-K
Zarlor
Tue Jan 13, 2004 9:18 pm
#2

Take a look at the current list of Medic Issues, and even the currnet Vote thread, stickied at the top of this forum. This is the Universal Sti A, issue. Feel free to vote for it and any other issues you like to get the Top 5 issues in front of the Devs for this next Top 5 cycle. (Please just list the numbers of the issues when you vote, though, it's kind of tought o cross reference the name back if I don't have the number.)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Lexy
Wed Jan 14, 2004 5:13 pm
#3

Give me warcry 1 then. It's just a Novice Brawler skill, I don't see why I shouldn't be able to use it without being a Novice Brawler.

Or better yet, let everyone able to make camps. Really, if I can set up a tent in RL (and I'm no scout, lol) then I can set up one in SWG without being a Novice Scout right? Shouldn't I be able to?

:-P
IlyaMasool
Thu Jan 15, 2004 7:40 am
#4



Lexy wrote:
Give me warcry 1 then. It's just a Novice Brawler skill, I don't see why I shouldn't be able to use it without being a Novice Brawler.

Or better yet, let everyone able to make camps. Really, if I can set up a tent in RL (and I'm no scout, lol) then I can set up one in SWG without being a Novice Scout right? Shouldn't I be able to?

:-P




thats pretty much the reason I'd say. There are lot of skills people want for free.

I wanna sample a little
I wanna harvest meat a little
I wanna dance a little
I wanna play music a little
I wanna mask scent a little

and so on and so forth.

I'd be hard to say no to other wants if you start giving away little bit.
La-grange
Sun Jan 18, 2004 2:16 pm
#5

LOL. Come on now. It's just a stim a. Give them the ability to heal that 80 points of damage lol. geeze.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
Equatorsm
Sun Jan 18, 2004 6:14 pm
#6

Hehe, and I want the ability to pitch a tent without wasting 15 skill points, but it's just not meant to be.





5555555555555555555555555555
Account cancelled September 6th, 2004
6666666666666666666666666666
Zarlor
Sun Jan 18, 2004 10:01 pm
#7

Actually, Equatorsm, it looks like the primary reason for pitching that tent in most cases without spending 15 points IS meant to be. It seems they may begin allowing the pulling of pets, droids and/or vehicles anywhere without the need for a tent. ANd, obviously, the other scout skill most people take, Terrain Negotiation for running around the wilderness faster, is now supplanted with mounts and vehicles.


Basic healing is also not eh purview of medics alone, as the primary tank of many groups can be healed with Pet Stims and/or a simple Trick command (and food for wound healing), and food and spices also act as a form of temporary heal usable by anyone. So it's not like such abilities aren't already out there.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
WarFerret
Mon Jan 19, 2004 6:26 am
#8

Pitching a tent takes very little skill, *making* a tent is rather trickier.

Using medicine takes very little skill (depending on the medicine obviously), *making* medicine is rather trickier.

Let everyone *USE* basic camp kits and Stim A's, but only scouts and medics can craft the things respectively.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
QuralRief
Mon Jan 19, 2004 4:25 pm
#9

i think if tents and stims could be used by anyone but only made by the professions, it would help those professions make money without hurting them. maybe just restrict them to self-use, like a tent that can only works on the user and no visitors, or a stim that you can't use on someone, just yourself. i don't see how this could hurt the profession at all. i mean, you'd still need people to have those professions to provide the stuff, you just wouldn't need the person right there with you all the time.


plus it would cut down somewhat on people getting heals without paying for them, being able to trade a stimpak for cash rather than healing and hoping the guy tips you (or vice versa for the unscrupulous medic).




Qur'al Rief
I forgot what I am, stupid holos

Qur'al Rief Droid Emporium (no new droids built, no longer DE)
Mos Krayt Mall, Mos Krayt, Tatooine
Pahdbacca
Tue Jan 20, 2004 5:17 am
#10

Heyas Pathe! How goes the Biz?


As a personal point of view, I'mhave a sort of mixed feeling on the issue. I tried making some stims As just the other day with some of the best materials I had, and even with 10 experimentation points they were really icky (don't recall, but I think ther were like 90ish power).


I don't mind letting non-medics use stim As if the schematic stays the same as that.


However, I think medics are still under appreciated for what they do, and allowing non-medics to heal may let this problem get worse. I healed a player yesterday of just under 1k wounds (the only Doc skills I have are novice and the crafting line) and I don't heal much better than a master medic. The joker then tipped me 1 credit and said 'wouldn't it be funny if I only tipped you 1 credit?' Then he left. So, of course for the 9th time I swore off healing people not on my friends list. This guy went out of his way to send me a tell asking me for healiing, then insulted me with his measly tip. I wouldn't be upset if he didn't tip me, cuz I used to that, but sheesh.


I'm hoping that if non-medics were allowed to heal that the under-appreciation of medics would increase.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Zarlor
Tue Jan 20, 2004 7:20 am
#11

Stim As have a max possible value of 100 power. I think the charges also max out at 10, but I don't remember that quite as well.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Pahdbacca
Tue Jan 20, 2004 9:33 am
#12






Zarlor wrote:
Stim As have a max possible value of 100 power. I think the charges also max out at 10, but I don't remember that quite as well.




I can get the charges at 12 without experimentation. I re-checked today and made some 96 power 12 charge stim As by putting all 10 points into effectiveness. What stinks is the stims stared out at 84 power 12 charges. However, this means a Master Medics stim As would be very similar to a master Docs, and therefore marketable.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Zarlor
Tue Jan 20, 2004 10:04 am
#13

Exactly. The range is so small the resources themselves will likely be the higher determiner in the final product than just experimentation would be, since each point offers such a small level of advance because of such a short power range.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Page 1 of 2
Previous Next