Medic Archive

Thread: In Dev Medic

Elenora
Thu Jul 24, 2003 2:38 pm
#14






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...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
ElectricPred
Thu Jul 24, 2003 9:00 pm
#15

w00t!!!! *does a happy dance*



/diagnose is the best one on that list by far




Predator, Electric-, Woof'
- Melee Stacker, Dark Jedi, Master Smuggler -
= Imperial Legions =

vortexala
Thu Jul 24, 2003 9:51 pm
#16

/diagnose command...it's about damned time.


Now how about the rest of the issues listed from beta?




~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...
Q-3PO
Fri Jul 25, 2003 12:17 am
#17

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.




Kevin "Q-3PO" O'Hara
SOE Associate Producer
Former SWG Community Relations Manager

Tannym
Fri Jul 25, 2003 12:35 am
#18

WOO HOO! Nice fixes. I love all of them but the Enhance Packs being based on effectiveness was the best surprise out of the bunch.



- Kaleyn, Imperial Master Doctor / Novice Combat Medic
EwokMuffin
Fri Jul 25, 2003 12:45 am
#19

Does this mean enhance packs will work properly now ? IE : not disappearing after 5 min but still cannot reapply ? And HAM lock issues ?



Visit FoFF Industries on (Chilastra) Tattooine South west of Bestine. -1814, -4614 for Stims, weapon powerups, harvesters, and resources.
Atyu
Fri Jul 25, 2003 12:53 am
#20

Wow. All these changes are great. I think the big one that is still missing is having heal actions show up in the combat queue (and of course, the mind damage issue).



//Tyu Anhaven, Valcyn
SulBandera
Fri Jul 25, 2003 12:59 am
#21






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!





TestCenter.Rosaline - Imperial Combat Medic
TestCenter.Falstaff - Wookie BE/Tailor
TestCenter.Yorick - Trandoshan TKA & CH with a big Chef hat.

~ Founder of the Test Center Shakespearean Society ~
in Dragon's Call, Tatooine.


Ynnos
Fri Jul 25, 2003 6:23 am
#22

awesome stuff... can't wait to have them LIVE!!!



Ynnos Fyrestrike

Hooded Nomads - STARSIDER
-------
Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux. - The Fox in "The Little Prince"
XRangerX
Sun Jul 27, 2003 6:42 am
#23

Good work, keep it up, it is getting better and will get even better yet, -"good things come to those who wait" as the saying goes
rawgutts
Tue Jul 29, 2003 4:56 am
#24

WOW great changes.

Now put them in, we want them, we need them.



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