Medic Archive

Thread: Medic Profession after the CU [Update]

Meretseger
Tue Mar 29, 2005 8:59 pm
#1

\\\ Please note that these details can and will change over the period of the CU testing and can not be guaranteed with any certainly to be issued in the final update. These notes are purely to collect and look at the profession itself and to help see and understand the changes. Will update and include information gathered and tested as we go along and any assistance would by most helpful. ///


CU Update... by Blair

Combat Upgrade is coming to Test Center by Thunderheart


HAM Window Changes


The HAM window is the small window in the upper left hand of the screen that displays your character's information. In addition to the three HAM bars, players will have some new information which holds the icons for the types of bonuses and restrictions that the player and group members


The health of your character is now displayed with one bar Action and Mind bars are still present, but now these represent how many Action and Mind points you can use on special manoeuvres in combat. These points are drained from the pools when using an ability. Some abilities and specials will require Action, some will require Mind and some will require both Action and Mind.


All of the drain and regeneration stats have been simplified to, "Health recharge Rate" Stat migration has been removed from the game. All NPC (Non Player Characters) and creature HAM bars (other than those of pets) will have health bars only in their displayed HAM. A new Role icon on the left side of the ham Allows players to see which role a group member is playing (Doctor, Pistoleer, TKA, etc) If you can play multiple roles you can select the one to display.



  • To select a new role icon, simply select the icon and it will cycle through the available options allowed by your selected skills.

On the right side of the group member HAM UI is an indicator representing direction and distance to that player character Players will be able to see all buffs and de-buffs that party members have by expanding a new buff window. Characters engaged in combat will have their HAM window outlined in red and their name above their heads would begin flashing.


Health, Action, Mind pools



  • A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.

  • Players will be able to reference their combat level.

  • Short term buffs will modify this health value no more than 20%.

  • Long term buffs will modify this health value no more than 10%.

  • Species modifiers will affect no more than 10% of a base statistic.

Character Healing and Related Profession Changes


With the changes to the HAM system we have removed the need for about seventy percent of those medicines. In an attempt to make the healing professions more fun and relevant without requiring large scale crafting, the crafting game play has been mostly removed from the functional role of Doctors and Combat Medics in a group. Going forward, their healing capability will be based on the use of Abilities granted as they progress through their profession levels.


The abilities will be similar to combat profession "special abilities" and have recharge/cool-down timers associated with them. This means that the healing professions will be able to fulfil their role in a group without being tied to the crafting game play.



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers, adding crafted "Enhancers".

  • Enhancers contain medicines that enable 10-30% more effective healing which will be crafted by the Bio-Engineer profession or from Looting

  • Enhancers are on a 1000 point scale - the higher the number the better.

  • The Enhancers will have "charges" of medicine that will deplete through use and roughly have enough charges to last about two adventuring play sessions.

  • The Enhancers can be used by any profession, however if it's used by a healer it will be more effective.

By freeing the healing professions from the crafting game we will be opening up a new style of game play for adventurous healers and encourage them to head out into the field and fulfil a strong group role in the new combat system. At the same time current healers can still craft if they desire by picking up the skill lines required from the Bio-Engineer profession. We also grant the ability for the Bio-Engineer's to craft small consumable heals (stimulant packs or "stims") that any player can use.


The largest of these heals will be far less than a doctor or combat medic can accomplish and also will be on a re-use timer.


Novice Medic Profession Changes



  • Novice Medic (Title: Novice Medic) Grants: Bacta Shot Skill Mods: Bio-Suppression Efficiency +5, Bio-Suppression Efficiency +5, Healing Efficiency +5, Medical Assembly +10, Medical Experimentation +10

  • 1 skill line of Organic Chemist (Title: Stimpack Chemist) Required for Bio-Engineer Grants: Medic profession crafting Skill Mods: Medical Assembly +40, Medical Experimentation +40

  • 1 skill line of Medical Support (Title: First Responder) Required for Doctor Grants: Diagnose, Drag Incapacitated player Skill Mods: Healing Efficiency +20

  • 1 skill line of Medical Augmentation (Title: Field Stabilizer) Required for Doctor Grants: Stabilizers, Nutrient Injection Skill Mods: Bio-Suppression Efficiency +20

  • 1 skill line of Ranged Healing (Title: Emergency Technician) Required for Combat Medic Grants: Bacta Toss, Bacta Spray Skill Mods: Bio-Suppression Efficiency +20

  • Master Medic (Title: Master Medic) Skill Mods: Bio-Suppression Efficiency +20, Bio-Suppression Efficiency +20, Healing Efficiency +20

Medic Profession Crafting


Advanced Biological Effect Controller



  • 18 Lokian Wild Wheat & 18 Tatooinian Fiberplast. - charges: OQ 66% UT 33% power: OQ 66% UT 33%

Advanced Liquid Suspension



  • 6 Dantooine Berry Fruit & 6 Talusian Water Vapour - charges: OQ 66% UT 33% power: OQ 66% UT 33%

Biological Effect Controller



  • 6 Organic & 6 Inorganic - charges: OQ 66% UT 33% power: OQ 66% UT 33%

Chemical Release Duration Mechanism



  • 8 organic & 8 chemical - charges: OQ 66% UT 33% power: OQ 66% UT 33%

Dispersal Mechanism



  • 12 Liquid Petrochem Fuel & 12 Inert Petrochemical - charges: DR 25% OQ 75% power: DR 25% OQ 75%

Infection Amplifier



  • 14 Reactive Gas & 14 Aluminium - charges: DR 25% OQ 75% power: DR 25% OQ 75%

Liquid Suspension



  • 6 Organic & 6 water - charges: OQ 66% UT 33% power: OQ 66% PE 33%

Solid Delivery Shell



  • 8 Organic & 8 Metal - charges: OQ 66% UT 33% power: OQ 66% PE 33%

Resilience Compound



  • 12 Reactive Gas & 12 Radioactive - charges: DR 25% OQ 75% power: DR 25% OQ 75%

Instant Stimpack A



  • 12 organic & 12 inorganic (1 LS & 1 BEC optional) - charges: OQ 66% UT 33% power: OQ 66% PE 33%

Instant Stimpack B



  • 15 Flora & 15 chemical & 1 LS & 1 CRDM & 2 identical BEC - charges: OQ 66% UT 33% power: OQ 66% PE 33%

Food and Chemical Crafting Tool



  • 16 Metal & 8 Mineral & 10 Chemical - quality: CD 100%


Stim Packs


The stimpack allows anyone to heal themselves. To use it, double click on the stimpack. Alternately, you can put the stimpack in your toolbar then hit the quick-key that corresponds to your medicine Stimpacks have a reuse time before they can be used again successfully. Each use will consume one charge. The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)


[Note: Stim A & Stim B can not use Advanced Components]


Instant Stimpack A 12 organic & 12 inorganic (1 LS & 1 BEC optional) Stimpack A uses basic resources with the option of including a Liquid Suspension and/or a Biological Effect Controller Healing power of this stimpack can range approximately between 50 to 100 damage and 5 to 10 uses depending on resources and crafting skills. Combat level required to use the Stimpack is Level 1 (anyone)


Instant Stimpack B 15 Flora & 15 chemical & 1 LS & 1 CRDM & 2 identical BEC Stimpack A uses any flora and chemical resources with a Liquid Suspension, a Chemical Release Duration Mechanism and 2 factory identical Biological Effect Controller Healing power of this stimpack can range approximately between 120 to 280 damage and 8 to 25 uses depending on resources and crafting skills. Combat level required to use the Stimpack is Level 15


Medic Healing Abilities


Bacta Shot: 15sec Description: This healing ability allows someone with medical skills to heal themselves or the targeted player.


In testing been getting approximately these results as an idea of medic capability compared to people using stims: Medic Novice 100-300 Medical Support 1 200-370 Medical Support 2 300-420 Medical Support 3 400-550 Medical Support 4 500-660


Diagnose 15sec Description: This ability reveals the attribute wounds of your target so that you can focus your healing efforts where they are most needed. The wounds shown are a snapshot of your target at the time you diagnosed them. If you wish yo update your target’s wound information to reflect recent healing or damage, simply diagnose them again.


Drag Incapacitated Player Description: This command allows you to drag an incapacitated player’s corpse to a safer location then where they became incapacitated at. You must be somewhat close for this command to work.


Stabilizers 15sec Description: This medical ability grants the medic the chance to clear state effects from a target. This ability will not always clear all states nor always succeed.


Nutrient Injection 15sec Description: This medical enhancement ability allows the temporary enhancement of the Health pool


Bacta Toss Description: This ranged healing ability allows someone with medical skills to heal themselves or their target who are within a medium distance of them


Bacta Spray Description: This point blank area effect healing ability allows someone with medical skills to heal themselves and all others who are within a small distance of them.


Medic Healing XP Gain


In the old version, healing experienced was gained by healing the damage of another player and receiving approximately 25% of the damage points in XP. The new version requires one to be working in a group, combat skills not required for gain, Medical XP is now tracked as part of combat and is granted with the kill credit, meaning that the healer simply needs to heal another person, and will gain MedicXP in relation to the level of the opponent once the combat is completed (NPC killed). New and low level medics can join with a high level group and gain experience with some risk and enjoy been part of a rapid moment combat.


UPDATE: Medics no longer required to be grouped with a party, they can now gain mediXP by healing themselves in combat, still needing to get into a fight but easier to get start off XP.


Wound Healing


Wound healing has been moved up in the healing professions into the Novice level box of Doctor. Medical Centres still provide automatic wound healing at a lower rate. Wounds will also slowly heal on their own after a period, but this will take several hours.

Message Edited by Meretseger on 04-05-2005 12:11 AM

Message Edited by Meretseger on 04-09-2005 11:50 AM

Message Edited by Meretseger on 04-12-2005 01:06 PM




--------------------------------------------------------------------------
"Live life to the fullest, moderation is for Monks"
***EX-MEDIC CORRESPONDENT***

taloncard
Tue Mar 29, 2005 11:13 pm
#2

I don't like the overall changes.

Correct me if I am wrong, but the healing droid was contriversal at best, and it carried stim A's.

Now everyone can use stim b's, but only a BE can craft them??

Color me confused, but doesn't this go against what the devs said when we asked about stim a's being useable by everyone????

Doesn't this truly weaken the usefulness of the medic profession?. Every single character I have on all servers is at least a 2200 medic because of the healing ability.

What is the point now of healing others if they can just heal themselves.
Oh yeah I know medic will have more powerful heals and such, but will not be as necessary in groups as it was even back in the begining.




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


MyT_Chicken
Wed Mar 30, 2005 8:19 am
#3

I like that changes.




h Egri p
§ If you don't know; you'll find out soon enough! §

Travin64068
Wed Mar 30, 2005 10:34 am
#4

Removing crafting from the Medics is the death of the profession. The only current way a Medic can make a living is selling stim-b's on the bazaar. That is being taken away and given to BE's that are already rare and over worked. I am strongly against these changes and they may very well drive me and several others away from the game.


- Travin



Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
lboyd1
Wed Mar 30, 2005 11:10 am
#5

Travin ... their not removing crafting from the medics. In the medic prof, the crafting line is still there:

Novice Medic Profession Changes


* 1 skill line of Crafting

* 1 skill line of General Healing Support

* 1 skill line of Pre-Doctor abilities

* 1 skill line of Pre-Combat Medic Abilities


As for how it actually plays out, I will just have to wait until the testing begins to fully say if I like how the skill sets are being moved around.

*waits*
*twitches*



~Corbantis : Kalinya~
Bothan Ranger 4440 CH 0204 / Master BioEngineer
~Starsider : Graxinda~
Wookiee Master Doctor (from the very beginning) / Master Merchant
~Other Professions Include : (Corbantis) Master Smuggler/ Master Pistoleer
(Starsider) Master Dancer/ Master BioEngineer~

Jagii
Wed Mar 30, 2005 12:37 pm
#6

I disagree with Travin. Selling stim B's, though somewhat profitable, is not the only way to make money as a medic. I think the renewed emphasis on grouping is supposed to make up for it - in fact, I think that this group work is supposed to be the medic's original intended source of income, correct?

I like how they made the profession requirements consistent with the other professions. I always wondered why there wasn't a "pre-doctor" tree or "pre-combat medic" tree anyway.

Can anyone fill me in on what exactly a medic will be able to craft? Right now I focus on Stim C's and Wound-B's. Will these current packs (or equivalent packs under the new system) be craftable by a medic?

Overall, the new system doesn't look bad for medics. I have two major concerns though.
#1) Non-medic stims. I mean, those have to be FAR INFERIOR (and/or very expensive) compared to a basic medic stimpack if we don't want to shut out medics completely. I'm talkin' about a guy with 3000hp healing only 50 or less on each use. You know the major gamer mentality - it goes for extreme efficiency and self-sufficiency. If a guy can kill a creature, spend a few minutes healing himself with stims, and repeat, he'll do it.

#2) Medical centers. It looks like these facilities will continue to be abandoned unless there is a major incentive for medics or bio-engineers to spend some real time in here. These places, if used at all, are used for tumbling or wound healing, and it seems that tumbling and the major bulk of wound healing will go away. The only way I see these places being used by doctors is if the functionality of medical droids is toned down quite a bit.

I wished the Combat Update would have included more content for non-combat healers, but oh well.

= Andrew
Chilastra.Palacek

Message Edited by Jagii on 03-30-2005 11:41 AM



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
MasterNerfSlayer
Wed Mar 30, 2005 9:33 pm
#7






lboyd1 wrote:
Travin ... their not removing crafting from the medics. In the medic prof, the crafting line is still there:

Novice Medic Profession Changes


* 1 skill line of Crafting

* 1 skill line of General Healing Support

* 1 skill line of Pre-Doctor abilities

* 1 skill line of Pre-Combat Medic Abilities


As for how it actually plays out, I will just have to wait until the testing begins to fully say if I like how the skill sets are being moved around.

*waits*
*twitches*





Not only that, but the stims will be usable by everyone, not just medics... the marketfor stims will get bigger, not smaller.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Jagii
Wed Mar 30, 2005 10:04 pm
#8



MyT_Chicken wrote:


Jagii wrote:
...
I wished the Combat Update would have included more content for non-combat healers, but oh well.

It is if you think about it. It is putting back in a position that was left so long ago...healing.

= Andrew
Chilastra.Palacek

Message Edited by Jagii on 03-30-2005 11:41 AM








What I meant was that there is less for a healer to do when he/she isn't out in the field. I hoped the new system would better accomodate players who would rather man a hospital or clinic instead of being out in the heat of battle. But whatever. It doesn't matter now that they seem to have made up their minds.

= Andrew
Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
MasterNerfSlayer
Wed Mar 30, 2005 10:28 pm
#9






Jagii wrote:





MyT_Chicken wrote:






Jagii wrote:
...
I wished the Combat Update would have included more content for non-combat healers, but oh well.


It is if you think about it. It is putting back in a position that was left so long ago...healing.

= Andrew
Chilastra.Palacek


Message Edited by Jagii on 03-30-2005 11:41 AM












What I meant was that there is less for a healer to do when he/she isn't out in the field. I hoped the new system would better accomodate players who would rather man a hospital or clinic instead of being out in the heat of battle. But whatever. It doesn't matter now that they seem to have made up their minds.

= Andrew
Chilastra.Palacek





Remember this is a combat upgrade, nothing more. Profession revamps will happen later. I admit the medical professions are probably not ever likely to see any content enhancement based on dev feedback over the last 2 years, but we can always hope.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

MyT_Chicken
Thu Mar 31, 2005 1:04 am
#10







Jagii wrote:
I disagree with Travin. Selling stim B's, though somewhat profitable, is not the only way to make money as a medic. I think the renewed emphasis on grouping is supposed to make up for it - in fact, I think that this group work is supposed to be the medic's original intended source of income, correct?


Yup that was the plan from day one with Us and Entertainers.

Can anyone fill me in on what exactly a medic will be able to craft? Right now I focus on Stim C's and Wound-B's. Will these current packs (or equivalent packs under the new system) be craftable by a medic?


We should be able to check it out today. Tiggs posted that the CU is going on TC today unless something comes up.

Overall, the new system doesn't look bad for medics. I have two major concerns though.
#1) Non-medic stims. I mean, those have to be FAR INFERIOR (and/or very expensive) compared to a basic medic stimpack if we don't want to shut out medics completely. I'm talkin' about a guy with 3000hp healing only 50 or less on each use. You know the major gamer mentality - it goes for extreme efficiency and self-sufficiency. If a guy can kill a creature, spend a few minutes healing himself with stims, and repeat, he'll do it.


I think the Non-Medic stims will be a waste of time for most content that will be adjusted. We should always out-heal non healers. And I don't think that is changing.

#2) Medical centers. It looks like these facilities will continue to be abandoned unless there is a major incentive for medics or bio-engineers to spend some real time in here. These places, if used at all, are used for tumbling or wound healing, and it seems that tumbling and the major bulk of wound healing will go away. The only way I see these places being used by doctors is if the functionality of medical droids is toned down quite a bit.


Can't tumble anymore...Specials are only for Action / Mind....but Health is the only healable pool. I think people will have no choice but to return to the Core design of what makes Medics fun for people. I don't know what they are doing exactly, but I can say this. There is no more reason not to go into Med Centers...Healers will have no reason to ignore people because of tumblers.

I wished the Combat Update would have included more content for non-combat healers, but oh well.


It is if you think about it. It is putting back in a position that was left so long ago...healing.

= Andrew
Chilastra.Palacek


Message Edited by Jagii on 03-30-2005 11:41 AM









h Egri p
§ If you don't know; you'll find out soon enough! §

CasualMaker
Thu Mar 31, 2005 9:27 pm
#11



MasterNerfSlayer wrote:


lboyd1 wrote:
Travin ... their not removing crafting from the medics. In the medic prof, the crafting line is still there:

Novice Medic Profession Changes


* 1 skill line of Crafting

* 1 skill line of General Healing Support

* 1 skill line of Pre-Doctor abilities

* 1 skill line of Pre-Combat Medic Abilities


As for how it actually plays out, I will just have to wait until the testing begins to fully say if I like how the skill sets are being moved around.

*waits*
*twitches*


Not only that, but the stims will be usable by everyone, not just medics... the market for stims will get bigger, not smaller.




But what will be in that crafting line? We are going from 9 woundable stats down to just 1. Having just 1 type of woundpack would simplify inventory issues, but will we have even that? Then why are we hearing over and over about medicine-less healing?

Novice Medic:
BEC, LS, Stim-A

Organic Chem I:
Action Woundpack-A (gone), Health Woundpack-A

Organic Chem II:
CRDM, SDS, Stim-B (gone to BE crafting, we're told)

Organic Chem III:
Health Woundpack-B, all others gone: Action-B, Constitution-A, Quickness-A, Stamina-A, Strength-A

Organic Chem IV:
ABEC, ACRDM, ALS, ASDS, Stim-C (surely gone, since Stim-B is), all others gone: B model woundpacks for sub-stats

Master Medic:
Stim-D (surely also gone)



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
MasterNerfSlayer
Thu Mar 31, 2005 9:56 pm
#12

Medics get Stim A & B, as well as the normal parts to make them with.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Travin64068
Sun Apr 03, 2005 1:34 pm
#13

Like I've been saying for over a year. Without Medic missions, there is no way to make money in this game as a Medic. BE's will now make better meds and a Medic can just like Doctors before, Medic can't compete. With everyone being able to use Stims why would anyone take a Medic along on a hunt? Medic and Doctor are killed off with the CU. That is how I see it and I want to prevent that by the following steps.



  1. Keep Medicine Crafting as it is (In Medic and Doctor). The BE's don't want medicine crafting anyway.

  2. Keep Stims for Medics only and raise the Med Use of Stim-B's to 10. (requiring Pharm 1)

  3. Place Medic Missions with good payouts to help new Medics.

  4. Allow a Maximum of 75% of wounds to be healed outside of the Medical Center. Requiring people to goto the Med Centers to get fully healed.

- Travin




Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
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