Medic Archive

Thread: Making medic's lives easier

sanmonroe
Sun Jun 29, 2003 4:10 pm
#27

You wouldn't ahve to do either or you could just add another schematic.



Ineedanewsig


sanmonroe
Sun Jun 29, 2003 4:13 pm
#28

OH! One thing that needs to be added though. A message that tells novice medics that /tend does not give them exp. I have met 3 newbies who have been tending for hours and thought they were ghetting better.



Ineedanewsig


FurionHellsbane
Sun Jun 29, 2003 4:39 pm
#29

Here's a way to make medical forage more useful.

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.



*********************************
Judsen Jurick
Black Hand SS
Bounty Hunter
Scorus
Sun Jun 29, 2003 5:20 pm
#30

No, I really do not want to have to forage. If you want to put in a second item with a recipe using only foraged stuff, that is fine. But the secret to making our life easier is NOT to make our ingredients more difficult to obtain, even if we have the ability to obtain them ourselves. Instead:

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



Scorus
sanmonroe
Sun Jun 29, 2003 6:00 pm
#31

[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.




Ineedanewsig


MrSloth
Sun Jun 29, 2003 6:15 pm
#32

If this would change the A's we have now please do not do it. If it throws in a new schematic using these rules then no big deal. To be honest if you want to do it they way you are explaining it would actually be a bigger pain then having to take up artisan to survey for resources. It might be a bit more logical but it makes life a heck of a lot harder.



Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
Steeldestroyer
Sun Jun 29, 2003 6:22 pm
#33

Keep it how it is. I love it. Simple as that.
Valamyr
Sun Jun 29, 2003 6:32 pm
#34

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.

Valamyr
Sun Jun 29, 2003 6:41 pm
#35

Another thing, personally id like to see medical forage allow a medic to not need survey or such to function even in the long run. It might not be the plan, but frankly, an healer should have a way to be self sufficient without becoming an artisan or a scout...
Candide
Sun Jun 29, 2003 6:51 pm
#36

If that is the case, i hate the plan. I didn't pick medic to be a crafter and harvester, that was artisans as i understood it. please dont force us to go gather our own goods like that, if it can be either/or, the no problems, otherwise ill continue to buy them from artisans happily and not have to go mindlessly forage.
pjbardo
Sun Jun 29, 2003 7:03 pm
#37

I vote NO to option 1 and don't care to option 2. I train in artisian, and haven't had any trouble getting resources for making stimpacks. I would much rather have control over what I am foraging then the grab bag that is foraging.
Raymundus
Sun Jun 29, 2003 7:25 pm
#38

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.

Valamyr
Sun Jun 29, 2003 7:27 pm
#39

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.

Page 3 of 14