Medic Archive

Thread: Making medic's lives easier

CthuluFtaghn
Tue Jul 01, 2003 9:20 pm
#118

lol at pelsmith


If you want to boost medic's, lower wait time, mind cost, and/or raise healing, stat points. Plain and simple. I wouldn't dig too much into changing it. Just altering a few ratio's should do the trick. I personally would be happy if you just removed the wait time all together and lowered the mind cost.


Ko of Flurry, Talus, Dearic




_________________________________________________________
The most merciful thing in the world, I think, is the inability of the human mind to corellate all its contents.
Lordofthesith09
Tue Jul 01, 2003 10:21 pm
#119

Last night my fledgling medic reached 5000 medical xp and went for training. The message I recieved when I hit 5000 xp was that I qualified for First aid II, Diagnostic 2, and the other medical 2 (forget what) I went and got trained in First aid 2 and and my medical xp went back to 0 for the other two skills. Do you have to get 5000 xp for each of these skill, and then 10000 for each of the next three skills? and so on???



This seems extreme...

Zedie_DDH
Tue Jul 01, 2003 11:19 pm
#120

First Aid, Diagnostic, and Pharmacology all use the same exp pool. So as you train one your available exp goes down so you didn't have enough for the others now. And the pool caps at 2X the highest cost. So if you are working towards First Aid 2 then your medical exp will cap at 2000.




Zedia
Lightfinger
Wed Jul 02, 2003 12:07 am
#121

Instead of being a 'help' to medics, the proposed changes will instead hurt the profession in both cases. It will take longer to go up in the org chem line, in the first case, which will slow down not only doctors and combat medics, but also bio-engineers. Taking away damage from the /tend commands will mean those will be used exclusively, when they are supposed to be last resort/stop gaps.


My proposal:


Make /medicalforage get enough in one usage for one stimpack A, either 8 organics or 8 inorganics. Add inorganics to the items able to be foraged. Right now, there does not seem to be any.


or


Change Stimpack A to organics ONLY, andmake the items retrieved through /medicalforage stackable, with more gained per level of foraging.


Don't change /tend. It works fine as is. It should be a stopgap and never heal more than A level medicines.


People have been clamouring for a /diagnose command, so we can see the wounds on a target. This should be done, so we will know what needs healing.


david_iaeger
Wed Jul 02, 2003 12:22 am
#122

I agree with LuvHandles. Finding resources for crafting meds is pretty much fine how it is. The only thing I'd like to have as a medic is the ability tosample the inorganics I need for meds without having to be an artisan. Reducing the mind penalties for /tendwound would be nice, but /tend shouldn't require resources.
CeranRuul
Wed Jul 02, 2003 3:26 am
#123

Both have good points but I don't wanna take away the other available resources and leave only foraging. Give us more options don't take them way please.



_________________________________________________________
They will soon realize their very existence is just an excercise of futility.
ciberido
Wed Jul 02, 2003 6:16 am
#124

Two ideas:


1) The manual says that there are entertainment missions entertainers can get, such as to go to a certain place and perform for a particular NPC. I think that perhaps medical missions should be added as well.


This is similar to an idea Davan gave already:


I also believe there should be a Medic Mission Terminal in each Med Center. These missions would be medic specific. Missions could include: escorts, travel to heal, travel to forage or travel to get specific items or components for the med center Doc, etc. The possibilities are endless.


2) On a similar note, right now it seems that mission rewards are always credits. There are many different ways you could reward a successful mission. Rewards could also be faction, items, or experience. Why not give resources, or even stimpacks, as rewards for some missions? EverQuest and Anarchy Online both give out items as rewards for successful missions/quests. I understand that it's a design goal for the best items in the game to be player-crafter, but we are not necessarily speaking of the best items in the game here. Perhaps if a viable (though slow) way to get needed medical supplies was to do missions, medics wouldn't feel the need to become artisans.


Please understand that I am new to this game and haven't taken many missions yet, so if I am making a wrong assumption about how missions work currently, forgive me.

muran
Wed Jul 02, 2003 7:19 am
#125

I like the idea of the tend commands needing something to use them, I've always thought the 'magic' nature of them is awful as it stands.

Making medical forage fuel the device would be a great idea as well as the skill is basically useless at the moment.

All of this would only make sense, to me at least, if the tend commands gave some xp. Sure, make it lower than wound/health packs, but it should be there.

One thing that does concern me though is that the tend commands make it too easy for those who take basic medic to heal themselves and thus deny full time medics a chance to advance.

To help mitigate this I would suggest moving /tendwound to First Aid I. This would mean that those who wish to heal themselves first have to spend a while healing others.

Oh and to belabour the point... /diagnose please!



Alarain Sherill - Tyrena, Corellia - Eclipse
Faydeaway
Wed Jul 02, 2003 7:47 am
#126

K, Just my 2 credits.


The /medicalforage ability should either...


A) Return agrouping of 8 organics/inorganics when succesfull that way I don't have a slew of different resources cluttering up my inventory and I get 8 resources of the same type which is perfect for making stim A's...also possibly as you climb one of the branches making it work faster or more succesful.


B) Make medical forage return medicine "owerups" much like weapon/armour powerups...bacta petals, glowfungus, heatwort, etc. These powerups should be attached to a stim/wond pack and increase the healing points, charges, etc. However, nothing too crazy...maybe 5-10% for healingorincrease charges by 1 or 2.


Need a /Diagnose command


Anything you can do to improve /tend would be great as it stands right now I don't even touch that ability because of it's disadvantages.


Thanks,


Fayden Way


TaivAarzak
Wed Jul 02, 2003 8:22 am
#127

Hi,


I'm kind of shocked to see change suggestions, and thoughts that a newbie medic is hard to get going. Maybe I just figured it out quicker than some, but I didn't find it difficult to get a medic going at all. I don't know that I'd really change anything at all...I've found the Medic character surprisingly fun to play.


-Dan Joseph

Shorrim2
Wed Jul 02, 2003 9:15 am
#128

Khafar - are you finding sufficient medics and entertainers online at the times you play? That was one of your big worries in beta, as I recall.



--

Member of The Most Popular Band on Gorath
"Oh my, it's the real Tasno!"
Sethro
Wed Jul 02, 2003 11:22 am
#129

I agree with a couple other posters. Why not make /medicalforage considerably more useful by upping the amount of resources that we can find. A "poor man's sampling", if you will. Don't limit it to organics. Why isn't it possible that we could find a small mineral deposit, or water, or anything else we might need.


That way, we could continue to gain resources from Scouts and Artisans, while allowing us a skill that is very useful as a newbie, and still has some usefulness in later skill levels.

Zygma
Wed Jul 02, 2003 12:26 pm
#130

NO WAY to foraging for medical ingredients!!! Think about what you are saying!!! It takes hours to forage enough of the same single ingredient using the foraging skill to even take one attempt at making something with it. The current system encourages a little cross training or cross cooperation which is how the whole system is designed to work. It's not a one skill game. So you can use harvesters you say? Well, if you are high enough level to use a harvester, you probably needent worry about buy a few piddly resources off the next scout or artisan.



Everything is fine for the most part, except the delay between Wound Tending with a wound pack in the Medical facillity. How aboutleaving inthe delay in for tending wounds in a camping location, but reduce it considerably in the medical facility. Especially with all the poor newbies getting Cloning-rape wounds that totally remove all their stat pools, the good samaritan motivation is highly minimized with 20-25 second waits in between 10-20 point applications.It makes me hate to help, but I do it anyway... because there is no other option for the poor stat rape victims. I am about the only medic in my town that can make Wound packs AND uses them on people in the med hall. Dont make it any harder than it already is for:



A) me to help people


B) people to get help



Thanks for listening!


Swimmy Limpit

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