Medic Archive
Thread: Tatooine (Ahazi) Medical Association
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PlasticBoy
Tue Jul 15, 2003 6:19 pm
#14
Well, the money issue isn't a big one for me. I'm going for combat medic and don't do a lot of wound healing, I leave that to the doctors. The benefit of the union for me is the spread of knowledge and the cooperation on resource gathering.
It's also a roleplaying decision for me, healing for free just isn't something my character would do (Why would I do my job for free?). A doctor's union seems to me like something that would exist in the Star Wars universe and, like the Trade Federation, its primary goal would be the benefit of its members.
If the union can establish a monopoly on healing (which I doubt), then I think that would be a pretty cool player-made plot twist for SWG. If anti-unioners can bust up the monopoly, all the better.
If your character can heal for free and make ends meet, more power to you, but it's not for me.
It's also a roleplaying decision for me, healing for free just isn't something my character would do (Why would I do my job for free?). A doctor's union seems to me like something that would exist in the Star Wars universe and, like the Trade Federation, its primary goal would be the benefit of its members.
If the union can establish a monopoly on healing (which I doubt), then I think that would be a pretty cool player-made plot twist for SWG. If anti-unioners can bust up the monopoly, all the better.
If your character can heal for free and make ends meet, more power to you, but it's not for me.
Valkyryn
Wed Jul 16, 2003 5:25 am
#15
PlasticBoy, that's really what I had in mind. In addition to making a lot of intuitive and financial sense, this kind of thing would be an excellent opportunity for roleplay. But I'm getting the impression that most people aren't actually here to do that. While a few of us are really intrigued by the idea of inhabiting the Star Wars universe, I'm starting to get the impression that most people are basically interested in EQ with a better graphics engine. Not only are non-medics not interested in dealing with medics realistically, but even the medics don't seem to be willing to exert the effort required to achieve something like a guild in the true sense of the word.
NoodleSlayer
Wed Jul 16, 2003 5:48 am
#16
(To go off on a tangent here) I really agree with you Elenora on how shafted Medics are crafting wise. I'd have to double check but I'm pretty sure that Combat Medic requires more points then almost any other class in the game, with the exception of Bounty Hunter, because you need to Master one starting profession and get the support branch in Marksman too.
To add to it Medics also usually pick up one of the weapon branches (usually Pistol) and the Survey too.
But this shouldn't come as too much of a surprise, many games are looking at how to further piss off and annoy their healers by nerfing them again and again. I saw it way too much in DAoC and I'm expecting to see it more here. Healers often start out with the short end of the stick and tend to be some of the first players to quit or try another character.
As it stands I think the system is pretty fair, discounting how many more points you need to get Combat Medic in the first place, I'm expecting them to make it even harder then they already have to heal in combat which is irking me enough as it is because they're the ones making me invest in the support line in Marksman which take longer then any other line, and half the time when it does heal I have a hard time getting the **edit** thing to start firing again.
I wouldn't mind seeing some system where a combat medic could completely train up in another Elite profession too and have enough points to do what he or she needs. Who knows, maybe when people start eating up all their points and have no where to go SOE might look at giving more points for people to play with, especially considering the whole one character per server deal.
But many of these reasons would make it a good reason for medics to organize, not necesarilly to demand payment but to make sure that all the resources are available to medics, at reasonable rates, preferably cost, then to have to buy them at the bazaar for a semi-inflated price. Then medics would be able to focus more on healing then having to scrounge up resources. As it stands I spend an hour a day running out to all the harvesters making sure they're okay, collecting resources and putting them up on the market. This also makes it harder to go out exploring because I know that I have to be back within a day. Also to make sure that such an organization would be open to all medics because as you said soon we'll be seeing less and less medics.
~Noodle
To add to it Medics also usually pick up one of the weapon branches (usually Pistol) and the Survey too.
But this shouldn't come as too much of a surprise, many games are looking at how to further piss off and annoy their healers by nerfing them again and again. I saw it way too much in DAoC and I'm expecting to see it more here. Healers often start out with the short end of the stick and tend to be some of the first players to quit or try another character.
As it stands I think the system is pretty fair, discounting how many more points you need to get Combat Medic in the first place, I'm expecting them to make it even harder then they already have to heal in combat which is irking me enough as it is because they're the ones making me invest in the support line in Marksman which take longer then any other line, and half the time when it does heal I have a hard time getting the **edit** thing to start firing again.
I wouldn't mind seeing some system where a combat medic could completely train up in another Elite profession too and have enough points to do what he or she needs. Who knows, maybe when people start eating up all their points and have no where to go SOE might look at giving more points for people to play with, especially considering the whole one character per server deal.
But many of these reasons would make it a good reason for medics to organize, not necesarilly to demand payment but to make sure that all the resources are available to medics, at reasonable rates, preferably cost, then to have to buy them at the bazaar for a semi-inflated price. Then medics would be able to focus more on healing then having to scrounge up resources. As it stands I spend an hour a day running out to all the harvesters making sure they're okay, collecting resources and putting them up on the market. This also makes it harder to go out exploring because I know that I have to be back within a day. Also to make sure that such an organization would be open to all medics because as you said soon we'll be seeing less and less medics.
~Noodle
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