Medic Archive

Thread: Making medic's lives easier

Holocron
Sun Jun 29, 2003 2:41 pm
#14

Doh, I must have been unclear. This isn't a choice--we're considering doing both.



-Raph Koster
Chief Creative Officer,
Sony Online Entertainment


Also, ex-Creative Director of SWG


PlasticBoy
Sun Jun 29, 2003 2:44 pm
#15

That first idea is fantastic. It makes medicalforage useful again, lets newbie medics get started without taking Artisan, and doesn't remove the last vestiges of interdependency from the profession. I think advanced doctors and combat medics will still have trouble getting the resources they need, though. I think there needs to be an added incentive for Artisans to sell some of their harvested resources on the bazaar. The only idea I've had for this is something like usage XP for resources, so artisans would get extra Surveying XP if resources they harvested were used in items crafted by other people. Unfortunately, this wouldn't be much of an incentive because surveying is mastered so quickly.

Would the second idea remove crafting from Medics all together? How would this effect combat medics ranged and area stims and poisons, would they use a device as well?



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
Pelsmith
Sun Jun 29, 2003 2:46 pm
#16

Great, whatever. Give me a tool, or magic wand, or little pink freaking tu-tu or whatever it takes to. let. me. heal. people.


a total of 9 heals


for about approximately 150 wound points


one at a time with a 30 second timer


before my mind pool is empty is...is...I dunno. Insane.


Pell

Neko
Sun Jun 29, 2003 2:50 pm
#17

Two thumbs Up, Holo.


Both sound like good ideas that promote fun and interest.



PlasticBoy
Sun Jun 29, 2003 2:51 pm
#18

Oooooh, BOTH

So the "device" would be limited to what the /tend commands do now, it would never be as good as crafted meds? That sounds great.



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
MrSloth
Sun Jun 29, 2003 2:58 pm
#19

use the wound packs and you will not have the mind problem unless you set up you mind stats really screwey. Sit down while you heal also so your mind damage heals quicker. A's are slow but once you hit B's you can start healing at a pretty dang good rate. Then C's make healing a breeze.



Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
Kivlan
Sun Jun 29, 2003 3:11 pm
#20

Holo please don't make us forage! It's tedious and would make progression through org chem way too difficult!


Instead give us the option to use foraged components OR use resources... foraging is tedious and unneccessary. It'd prevent us from making Stim As and and Wound As in bulk. Please don't nerf this.




Kivlan (Kettemoor)
SWG Realm Admin
http://swg.crgaming.com
LordMitford
Sun Jun 29, 2003 3:14 pm
#21

I like the ideas but would like a clarification:


You say make A's only use stuff you can get through MedicalForage, if this means you can't use standard organic/inorganic then I am against it as we should still have the option of buying organic/inorganic if we don't want to spend all day foraging.



Good solution: A's require 8 organic and 8 inorganic, /medicalforage returns either an organic or inorganic (always the same ones, don't care what you call them) that can be used in A's. So to make an A I could either /medicalforage 16+ times to get 8 organicmedicalforage and 8 inorganicmedicalforage or I can go buy 8 copper and 8 corn and use that.




Karina Jedi Grind: 20 professions done, 12 to go Dr. Stims


grinding resources vendor ... millions of units ... most under 2.5cpu...

-1774 -5824 Tatooine (nearest shuttle: Sparta, formerly Traders Outpost).

vortexala
Sun Jun 29, 2003 3:19 pm
#22

Do NOT change the A level meds into only being able to use items that are foraged...please Holo...please.




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Inf
Sun Jun 29, 2003 3:35 pm
#23

Not really sure that it makes lives easier...just gives medical forage an actual use. I think a choice between foraged items and resources would work if some were flagged organic and inorganic. Its weird that you want to remove some of the crafting headaches by replacing it with another headache. A lot would depend on wether we gained exp from it or not and wether as you went through and got morepoints in it,that you actually got more of a stack each time. I would also not like there to be 1000000 different things you can forage when you need a stack of the same to make a stim.


I think we could get away from the choice if as you increased in level in whatever tree governs medical forage that you foraged decent stacks of the required items. Also that there were not a ridiculous amount of different things you can forage. I also think scouts should be able to forage this stuff with their forage thus giving them something else to sell and medics who dont want to forage a place to buy it, as I dont thinkmany medics will forage for someone else...especially as unlike survey you have to keep hitting the button and cant keep going til you run out of pools. I would also suggest gaining medical exp if not crafting exp for foraging....dont make it something else we get no exp for solo or at least dont make it survey exp like scout seems to be.


Using an item for tendwound/tenddamage makes a lot of sense..that helps newbie medics out no end and takes away the mystical current status of them. As long as the item has a lot charges and we start with 1 or even 2.One thing I really dont like is foraging using a charge on it. I also dont thing it should be high up any artisan tree.



Chye


Eclipse


Kivlan
Sun Jun 29, 2003 3:41 pm
#24




Inf wrote:

I dont thinkmany medics will forage for someone else...especially as unlike survey you have to keep hitting the button and cant keep going til you run out of pools. I would also suggest gaining medical exp if not crafting exp for foraging....dont make it something else we get no exp for solo or at least dont make it survey exp like scout seems to be.


Chye


Eclipse





Exactly.


Last night I was with a group that I spent a while healing. I must have used 50 stim as in a few hours of hunting.


That's 400 organic and 400 inorganics. If I have to aquire that much resources through forage to heal people just for a few hours worth of stim packs, I will never touch a stim pack A again and just use /tendwound. Making it use only foraged components is a bad idea.




Kivlan (Kettemoor)
SWG Realm Admin
http://swg.crgaming.com
Holocron
Sun Jun 29, 2003 3:44 pm
#25

That's a good point. I don't think we have the ability to do either/or. Recipes don't work that way.A given recipe ismade out of components OR it's made out of resources, OR it's made out of a mix of both.


Having one recipe that accepts both items and resources, either/or, isn't supported. And the recipes you have right now are ones that take resources, and the stuff that you forage up right now is resources.





-Raph Koster
Chief Creative Officer,
Sony Online Entertainment


Also, ex-Creative Director of SWG


Kivlan
Sun Jun 29, 2003 4:09 pm
#26

Raph, maybe we could implement some new schematics exclusively for the low levels, like Stimpack Z or something, that would use those foraged components. Then we would have the opportunity to choose if we want to forage or just buy resources from artisans/scouts. Newbies could be self sufficient, and those of us who need bulk could use the stim As.



Kivlan (Kettemoor)
SWG Realm Admin
http://swg.crgaming.com
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