Medic Archive
Thread: In Dev Medic
saber1 wrote:
medics and doctors should get bonuses for working in a hospital instead of out in the field at a campsite
since they have all the amenities of a fully stocked hospital
this should present itself as faster reset times or stronger heals than one would normaly get at a camp
a fully stocked hospital should do more than just switch on the the ability
Acutally there are already bonuses for wound healing in med center...actually it would probably be more approriate to say there are no penalities for healing in a med center...
You heal less effectively in camps. But this is modified by the level of the camp. The higher the camp the more effectively you will heal. Hence you heal the worse just a med droid. So depending on if u call med center healing or outside healing with a droid the standard, one could say you get a bonus healing in the med center...or a penalty healing elsewhere...
Iwonder when the patch for wound healing bonuses from med mods in droid takes affect if they will stack or override i.e. the highest bonus only affecting healing...would be nice to get stacking bonuses but i have feeling that wont happen as it will take away the uberness of the master docs...
w00t!!!! *does a happy dance*
/diagnose is the best one on that list by far ![]()
/diagnose command...it's about damned time.
Now how about the rest of the issues listed from beta?
For a complete list of the upcoming update notes for Test Center, please go to the In Development page. These changes should go on Test Center in the next couple of days and then go to live galaxies after a week or two of testing. Please also read my post about priorities before giving feedback. Thanks.
Medic
Added the ability to experiment on duration with the resilience compound.
Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
Removed durability experimentation from medicines since medicines do not decay.
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
Added healing kill credit for medics that perform healing on same group combatants
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
Added auto-wound select to tendWound if no wound is specified.
Fixed a problem that enabled revive packs to fire on a /healWound command.
Q-3PO wrote:
Medic
Added healing kill credit for medics that perform healing on same group combatants
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
Added auto-wound select to tendWound if no wound is specified.
These were my three biggest wishlist requests in Beta. You've just made me reconsider my career path. I might become a combat medic after all!
Now put them in, we want them, we need them.