Medic Archive
Thread: Making medic's lives easier
You are not required to travel to all those planets to get the resources, you are required to USE the resources from that planet. You may not have time, so pay someone to transport the resources for you. Yeah that means it costs more money, but hey those must be some sweet kits they make. Also, nobody is forcing you to make them. Don't want to? Dont, someone else will.
As for medicalforage, it is only for tendwound. Tendwound is for novice medics. Novice medics dont start with surveying tools or scout harvest ability. Should they just get free healing from tend? That doesnt seem quite in line with the other professions.
I signed up as a healer, not a farmer. If i wanted to survey resources, I would have become an artisan. Medics have to be able to heal in combat, right now I just survey, make stim packs, and heal in the cantina. Rinse and repeat. Very boring. And looking at the combat medic, I will spend 80% of the time surveying and crafting, and 20% hunting with parties. There has to be a better way.
Rabib
A very bored almost Combat Medic
Interesting Ideas, but I'm seeing a lot of Doctor's out there allready, is there really a problem here?
Seems you might be bandaging the toe to help the headache here.
Rabid wrote:I signed up as a healer, not a farmer. If i wanted to survey resources, I would have become an artisan. Medics have to be able to heal in combat, right now I just survey, make stim packs, and heal in the cantina. Rinse and repeat. Very boring. And looking at the combat medic, I will spend 80% of the time surveying and crafting, and 20% hunting with parties. There has to be a better way.
Rabib
A very bored almost Combat Medic
Hmm.. why do you heal in the cantina? What does medical crafting have to do with your choosing not to go out and adventure as a combat medic? Sounds like you are just taking the easy and obvious path.. nobody MAKES you go to the cantina, you do it because it is the easiest way to skill up. There is absolutlely nothing that says you cant join a group and heal combat damage for a higher percentage of time.
As for crafting, I dont see what the big deal is. These items have so many charges.. there is very little crafting needed really. As for surveying. You have three choices.
1) You can kneel and survey. Sounds like what you do. I do that to at times, often while I am watching TV or posting on the message board. Little effort produces dramatic resource result relative to a medic's needs.
I consider this analogous to "Meditating" in fantasy RPGs. In both cases, you are gathering the mana/resources you need to cast/create your stim/heal spell. Except swg lets you do it at your convenience. Do we want to lose that BONUS?
2) You place a harvester. Sounds like what you SHOULD do. Get a couple of harvesters. Put them out for a few days. you wont need to survey for weeks. No effort required.
3) Buy resources. Med resources are pretty loose, it should be easy to get what you need for short money. Need money? Healing entertainers in the cantina is probably not the best way to get it.
This system is open and flexible. It allows you to leverage slow times to build up medical capability for more active times.. no fantasy game allows you to "store" healing for later use to this degree.
As for signing up to be a medic not a farmer.. well. if you want to define yourself narrowly then thats your choice. Its a skill based system. Players are going to need a variety of skills to succeed. The only profession that is entirely self-sufficient is entertainer. In all other cases, you either need broader skills or the help of others.
One thing you should ALL take note of.. within the next month you will see a class of people who have organic chemistry skill but little medical skill. These are the bioengieer/creature handlers. This was me in beta. Many of these folks will be putting sitms on the market. They need to craft to make their pets anyway.. putting a few crates on stim Bs on the market is nothing.
Within a few months, I guarantee that there will be stores open where you can go and buy any medical supplies you need for field work, should you choose not to make your own. you will be able to buy an Eopie too
Regards,
Artuk
I don't see how adding more stuff to medics make them easier. Holo said there were many suggestions at the end of beta, and these were the best 2?
Putting a crafting station in the medical center and having better documentation on the medic class are 2 better solutions, and you could have both of them done in a week.
Heh, nothing is going to change. This is kinda how I see stuff going on over at SOE:
Programmer : "Hey boss, you wants we should make changes to the medic profession"
Boss : "Nah, those medics don't know what they want"
Simply put, we can't come to terms. You might say "Listen to me, this is how it should be" that doesn't mean everyone is going to go "Ah, that's the solution!" -- because it might not be. I personally am very happy with the medic class. I admit it's boring, but then, being a doctor is (and I don't think they're implementing a fun complex surgery interfaceany time soon).
Avari_Elleyne wrote:Like I said, I've tried /healwound, and nada. The ONLY command in a med center that works for me is the /tendwound command. Yes, I started as a medic, and yes, my statistical mind mitigation was fine, and continues to be almost 3 times the length of my health bar, and twice the length of my action bar, so I chose not to migrate my stats.
I don't know what the problem is, then. If you have the right medical supplies (stimpacks or medpacks), you're sitting close enough to your target, and you're using the /healwounds command, then I can't think of anything else to suggest.
I have to agree a little with the guy who used huge letters.
Having to be an artisan is punishment enough.
I have no desire to be a businessman or a micromanager of harvesters, or have to make FACTORIES to make stimpack Ds (what in god's name is THAT garbage all about?). I want to be a combat medic, not medic/businessman.
We put in tons of time and $$ to make our medicines, all for services we give for free. I'm not a beggar nor doI want to be one. If you make us more dependant on other classes you'll put in the poor house and turn us into exactly that. Suddenly you go from the awesome guy who does heals to greedy **edit** medic whois forcedto charge people for heals just to keep your head above water.
Again, /sample was our lifeblood. Everything for a medic should be able to be attained by /sample or medical forage (though I have found no use for it). I figured when I started making real money I could start buying resources on the market, and always have /sample for those broke times. Unlesss you're a Dr. this should be the case I think. Don't turn us very very soon to be combat medics into businessmen.
Truthfully, something that would make my life a heck of a lot easier? Larger inventory. With my surveying tools, my ingredients, and my medicines, I quickly max out my inventory. This is even with 2 satchels currently. I had to destroy a bunch of stim A's so I could make stim B's (okay, so that's a good thing). I can't imagine what I'm going to have to do when I can make the higher medicines.
Truthfully, I like going on missions to make money, and going out to survey for my own resources.There's afair amount of downtime right now, anyway, without the storyline yet in place. Of course, I've also finished season 1 of Stargate SG-1, and am currently working on Season 2 during all the downtime...
BrianaMJ:
buy a backpack and equip it, you'll be able to carry another 50 items.
Works fine for me... though my backpack is almost full with medicines. ![]()
making people require to /medicalforage and survey is not making life easier, it makes gettting resources even more time-consuming
requiring /tend to use a device just brings us back to the old 3 organics - Stim A problem, but to be honest, compared to Stim B+ /tend just does not heal enough to make me realy worried about this.
the real problem currently results from Medics not getting any Woundhealing skills but that is a design issue.
where are our NPC Docs so we have a reference for charging?
where is /diagnose?
why does /firstaid not scale and doesnot get affected by injury treatment skills?
-µ-