Medic Archive
Thread: Making medic's lives easier
If a stimpak requires 8 organics, then instead of one box of 8, separate the resourse in the schematic into 4 boxes of 2 each. Much easier to get 2 of the same resource using forage then to get a stack of 8.
Hope that makes sense.
1) Keep woundpacks just the way they are, with the current charges they are fine. But cut the time required between wound heals by 1/3 to 1/2. This would reduce people's hospital downtime without reducing medic xp.
2) Allow medics and/or artisans to create a 'Medical Kit' that we use to heal damage instead of Stimpacks. The medical kit would have something like 250-500 charges in it, after which it would have to be replaced. It would not need to and could not be recharged with anything. It would be used exactly like a stimpack is used. Better medical kits could be used by those with higher Medicine Use scores. Starting medics would start with a beginning medical kit with a greatly reduced number of charges (25-50?).
3) Break /medicalforage into two skills: /medforageorg and /medforageinorg (or some specific type, if necessary, such as chemicals or minerals). This will let new medics gather both organics and inorganics in very small quantities if they want.
and while we are at it:
4) Give medics some xp for self-healing. Right now we CANNOT solo and get xp, we are the only profession that can't get xp unless we are with other players. A dancer can go to the top of the loneliest mountain on Lok, hit a macro and get xp. A medic can't get when out in the wild fighting for his life.
5) Put crafting stations in hospitals. I should be able to create better meds in a sterile hospital environment than in a public square.
6) Increase the Medicine Use req for Stimpack B. It should scale at least a little between A and C instead of being: A=5; B=5; C=32.
7) Greatly reduce the cost of insuring resource containers so medics can craft meds in the field.
Darn, I don't have my full list from Beta. I reserve the right to add more ideas.
Scorus
[quote]4) Give medics some xp for self-healing. Right now we CANNOT solo and get xp, we are the only profession that can't get xp unless we are with other players. A dancer can go to the top of the loneliest mountain on Lok, hit a macro and get xp. A medic can't get when out in the wild fighting for his life.[/quote]
You can solo as well as a dancer. We cannot get healing exp without people. You can get med crafting exp just like we can get dance exp. Neither of us can move up without other people though.
Here are my thoughts!
Suggestion A: Could be good, but youd need to make sure that first of all, Medical Forage gives larger amount of foraged goods. It should produce a stim pack A as fast if not faster than it can currently be done with a surveying medic, otherwise its a nerf, not a boost ![]()
Personally, id base all the organics/unorganics part of allmedic/doctor formulaes on the result of an improved medical forage. I stress improved; because unless its the best way to go clearly, its no good at all..
Suggestion B: Love it. Give starting medics a free sample of the small device. If you do that, you can turn XP back on while healing dancers with this.
My Suggestion C: Allow self-healing to give XP to the medic. theres very little reason not to; its not like we cant get as many healing targets as we want to practice on by just walking into a cantina anyway.
My suggestion D: Add small wound speed healing boost to Diagonostics/Master Medic. While it would have to be small not to step on the toes of the doctor ability, having a master medic/master combat medic take over 20 seconds between each shot at tending wounds is a bit excessive. The problem is that it takes forever and that therefore medics cannot do proper hospital work. Making the base lengthprocess slightly shorter could serve the same end. Avoiding excessive tediousness is good ![]()
A slightly unrelated suggestion: Look at the diseases of the combat medic, theyre really underpowered at the moment. Its not a purely medic issue, but it definitely concerns alot of medic when the time to choose between doctor and combat medic comes around.
Plan "A" sounds promising, but I strongly recommend that the foraging return small stacks of these items rather than one a time. And upper level foraging ought to return larger stacks.
We have already seen what happens when medics are too lmiited in their healing supplies. Everyone hated carrying around 10 stacks of 3 use stims in beta.
Something to consider would be letting this "device" automatically use these items from the inventory for stim A. Kind of like how the healdamage command uses the Stims right out of the inventory. Just a thought.
Maybe a simple solution is to just improve medical forage quite a bit and let people use it or not. Make the delay much smaller, maybe even insta with a timer like ranger forage in EQ. Have the skill give a smaller range of materials, but more than 1 at a time. As medic trains the skills that raise his medforage, allows more types of ressources to be found while giving more each attempt. Make sure its not much slower than survey. Voila, usable skill.
B is definitely great.