Medic Archive
Thread: Making medic's lives easier
Page 14 of 14
Ldwater
Thu Aug 07, 2003 1:07 am
#170
Its ok to say that /medicalforage is the medic version of sample, but then it gets a bit more complex in that you would have to specify which type (org, inorg, water, chemical etc etc) to forage for, which would equal / be slightly less powerful than sampling.
Another problem would be when you hit advanced components which require 'specific' resources that medical forage wouldn't be able to cater for (in its current state)
Personally I would really like to see a survey equivalent in the medic tree as ive spent alot of time & skills points in the artisan tree that in theory, I shouldn't be using.
JainaS
Thu Aug 07, 2003 7:30 am
#171
"Take out the current wounding/battle fatigue effect of the /tend commands."
please! or fix the bug where you need to be killed in order to get your focus and willpower back. i filed a bug report 2 weeks ago and i've heard nothing and it's still not fixed. an hour at the cantina and my stats won't recoup.
or at least allow /tendwound focus and /tendwound willpower somehow.
thank you.
please! or fix the bug where you need to be killed in order to get your focus and willpower back. i filed a bug report 2 weeks ago and i've heard nothing and it's still not fixed. an hour at the cantina and my stats won't recoup.
or at least allow /tendwound focus and /tendwound willpower somehow.
thank you.
MycroftTHan
Thu Aug 07, 2003 7:39 am
#172
you only need to eat some food to get the stat display bug fixed. relogging should work as well.
JainaS
Thu Aug 07, 2003 7:48 am
#173
" you only need to eat some food to get the stat display bug fixed. relogging should work as well."
this didn't work last time i tried it. i was told something like 'if you eat any more you will pop'. i logged out and back in and that didn't work either. i literally had to be killed to fix it.
now that i have some focus and will wounds again, i'm bummin'. i can't fix them without dying ... and i think there's no auto-insurance anymore too, right?
this didn't work last time i tried it. i was told something like 'if you eat any more you will pop'. i logged out and back in and that didn't work either. i literally had to be killed to fix it.
now that i have some focus and will wounds again, i'm bummin'. i can't fix them without dying ... and i think there's no auto-insurance anymore too, right?
muran
Thu Aug 07, 2003 8:01 am
#174
There is something set up to clear this in the login/logout procedure
The problem with this though is that your toon stays behind in the world for a while after you log.
I think it can persist for 10 minutes.
If you wait for a while and then log back in it should clear your stats losses.
I am assuming here that your stat reductions are not due to wearing armour...?
Failing that, wait until your food/drink counter has run down a bit and you should be able to eat/drink again thus being able to buff and correct the stats that are causing problems.
The problem with this though is that your toon stays behind in the world for a while after you log.
I think it can persist for 10 minutes.
If you wait for a while and then log back in it should clear your stats losses.
I am assuming here that your stat reductions are not due to wearing armour...?
Failing that, wait until your food/drink counter has run down a bit and you should be able to eat/drink again thus being able to buff and correct the stats that are causing problems.
JainaS
Thu Aug 07, 2003 8:58 am
#175
"If you wait for a while and then log back in it should clear your stats losses."
i will try this and get back to you.
"I am assuming here that your stat reductions are not due to wearing armour...?"
wearing armor will prevent focus and willpower from reducing? also, what armor do you recommend most for a medic. i saw something in the strat guide about personal shields that don't affect your stats, but found none at the bazaar.
"Failing that, wait until your food/drink counter has run down a bit and you should be able to eat/drink again thus being able to buff and correct the stats that are causing problems."
i will try this and get back to you, thanks.
i will try this and get back to you.
"I am assuming here that your stat reductions are not due to wearing armour...?"
wearing armor will prevent focus and willpower from reducing? also, what armor do you recommend most for a medic. i saw something in the strat guide about personal shields that don't affect your stats, but found none at the bazaar.
"Failing that, wait until your food/drink counter has run down a bit and you should be able to eat/drink again thus being able to buff and correct the stats that are causing problems."
i will try this and get back to you, thanks.
muran
Thu Aug 07, 2003 9:03 am
#176
JainaS wrote:
"I am assuming here that your stat reductions are not due to wearing armour...?"
wearing armor will prevent focus and willpower from reducing? also, what armor do you recommend most for a medic. i saw something in the strat guide about personal shields that don't affect your stats, but found none at the bazaar.
Wearing armour will cause your stats to be lowered by the encumbrance values of the particular piece. Check any armour you are wearing it will have those costs listed on it.
Remove all your armour should show your base stat values again. I just thought that might be why you are seeing lower stat values than you expected.
JainaS
Thu Aug 07, 2003 10:35 am
#177
oh. i am not wearing any armor. that's not the cause of my unhealable focus and willpower wounds. i will try the other two suggestions and get back to everyone. thank you.
but am i right in saying this is a bug? it sure seems odd i should have to log out for 10 minutes to heal my wounds.
but am i right in saying this is a bug? it sure seems odd i should have to log out for 10 minutes to heal my wounds.
Darth8675309
Thu Aug 07, 2003 11:52 am
#178
Question, will a novice medic be able to forage for the same quantities and rates as an artisan? Currently medical forage is a waste of time compared to an artisan sampling for a surveyed organic material. I am a master medic/scout, surveyor, engineer and I have enjoyed this combination greatly. I do not wish to see it changed. I do not feel the novice medical tree is too difficult. I started out buying my first 1000 units of domesticated wheat and silicate ore before I decided it was beneficial to sample for myself and use that down time for crafting my meds. Turns out to be a wonderful combination.
If you want to increase the quantities/rates of medical foraging to compare to artisan levels that might aid novice medics, but it still takes a lot of inorganics to make that first stim pak A so why even waste the development time and just leave it as is. It only takes a couple of missions to make the funds needed to purchase your organics/inorganics before you can start making your stims. I dont see this as a difficult path. If you must, add the capability, but please dont remove any of the capabilities that the novice medic tree has.
If you want to increase the quantities/rates of medical foraging to compare to artisan levels that might aid novice medics, but it still takes a lot of inorganics to make that first stim pak A so why even waste the development time and just leave it as is. It only takes a couple of missions to make the funds needed to purchase your organics/inorganics before you can start making your stims. I dont see this as a difficult path. If you must, add the capability, but please dont remove any of the capabilities that the novice medic tree has.
Elenora
Fri Aug 08, 2003 12:01 am
#179
lol oh my suggestions for making medics lives easier...
devs that actually do something...
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