Medic Archive

Thread: Making medic's lives easier

Kinakuta
Sun Jun 29, 2003 7:34 pm
#40

I greatly dislike the idea of having to forage for items to make stims. It's no less annoying than sampling, but has no way to automate it like harvesters. If you only did it for A stims and woundpacks, I wouldn't care that much, because I only use those for as long as I have to. Even better, if you did do this, would be to leave the current schematics alone, but add a new stim and a new woundpack that are craftable at novice medic that use these foraged items. But please don't make me have to do this for my B and C stims. I want to mass produce those in a factory, not sit afk foraging items to make them. I think this suggestion would just make things much worse for medics.


I don't care too much one way or the other about the 2nd suggestion. I assume that /tend would start giving xp if you did this. But I do think it would be more confusing for newbie medics to have to switch from one way of doing /tend using an artisan made item to making and using stims and woundpacks. It's not consistent, and I think would only make it for more confusion among new medics.


Personally, I like medic the way it is. I'd rather not see either of these suggestions be added.


Zarlor
Sun Jun 29, 2003 7:50 pm
#41

I'll just say that both the original ideas sound pretty good to me.


Easing teh newbies into the more complex aspects of the profession would go a LONG way.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
SierraBravo
Sun Jun 29, 2003 9:14 pm
#42

I played around with Medic during Beta, but now, I'm going to skip it and focus on Artisan and a combat profession. However, I still need stimpacks for use in the field. I've found that I can walk into any med center and trade resources for stimpacks with the medics there.

They're happy, I'm happy, it's all good.

So, I think that medical forage should be a way for beginner medics to pick up some basic supplies on their own, but for the most part, they should encourage other players to pay them in the resources they need.

-SierraBravo
hdog80
Sun Jun 29, 2003 10:10 pm
#43

Leave it the way it is. I like crafting and surveying.



Ralrimumiliak

Caelrie
Sun Jun 29, 2003 10:18 pm
#44

I just don't see what the huge problem is. Sure, we have to be artisans at first to make our meds. But scouts have to be marksmen or brawlers to get their harvesting working. How is that any different?


I don't think it takes a genius to figure out how to get resources to start crafting meds. I'm blonde and I figured it out. If nothing else, wouldn't adding some inorganics to the medicalforage command fix it?


As for having a completely new line of supplies for meds, I don't like it. One of the advantages of using all the same stuff as other crafters is that we can buy supplies from them. Remove that and I'll have to go get it all myself by crawling around on the ground all day, and that would make medical crafting a nightmare.

Valamyr
Sun Jun 29, 2003 10:50 pm
#45

One of the "big problems" is that medics devote a 4th of their abilities to a branch that focus on medical forage, a skill that is in no way comparable to survey but that is just as hard to develop.


I think medics deserves to get a better return on investments there. It needs a boost. The idea isnt to make your old ressource strategies worthless really, its to improve a part of the class, im sure.


Someday ill have to drop survey to complete my combat medic class. That day, id like to be able to fall back on forage to complete my harvester supplies without it being a waste of time.

vortexala
Sun Jun 29, 2003 11:05 pm
#46

Holo...


This isn't an either/or situation.


Simply put, leave the current schematics alone. Just replace the /tend commands with actual tools that artisans craft. These tools work on charges. Each tool can be recharged using the foraged items. These would replace the /tend commands.


In essence...the suggestion i made earlier in the thread.



Whatever you do, PLEASE do not change the current A level schematic...




~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...
Tabtec
Sun Jun 29, 2003 11:45 pm
#47

Im a Medic, and was completely upset with the way we start out TRYING to heal people, its just insane to sit there and kill my stats to give someone 9 to action or health. I had to start surveying to get my materials, because frankly most of the players hate tipping when it takes forever anyway. (although, like any other profession you should tip). Anyway, Why cant Healers heal with the force? I mean there is a force in Star Wars maybe its not all for fighting



Anyway, just make it a little less painful to be out there or in the hospital helping those who need it



Avos ( Lowca server )

Holocron
Mon Jun 30, 2003 12:14 am
#48

So, near the end of beta there was a lot of discussion on the medic profession, how it emphasized crafting too much, how the medic ws the most difficult newbie profession to get started in, etc.


This here is a proposal to tackle JUST one aspect of that. It felt a bit like we got overwhelmed with the sheer number of ideas proposed for medics, so I want to present just two things (one of them based on suggestions from you guys during beta) so we can discuss them, before we move on to tackling other things.


OK, the first suggestion is this:



  • Make medical foraging find small herbs/bacta globules/bugs/whatever (think: aloe and penicillin mold) that can be used to make medicines. Not resources, in other words. Because they are not resources, we do not need to worry about undercutting the surveyors and scouts.

  • Make the A level stims and wound packs use ONLY these.

  • Make higher level medicines use smaller amounts of these, so that profession interdependency increases as you go up.

This would make new medics trying to make medicines a lot better off, I think.


The second suggestion is based on beta tester ideas:



  • Make tending use a small device. This device lasts a long time but does eventually break, and is made by artisans.

  • Have it have charges.

  • Each item that you can medical forage up gives it a charge.

  • Take out the current wounding/battle fatigueeffect of the /tend commands.

We now open the floor to the medics for comment.




-Raph Koster
Chief Creative Officer,
Sony Online Entertainment


Also, ex-Creative Director of SWG


MrSloth
Mon Jun 30, 2003 12:40 am
#49

/diagnose command!!!!



Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
JEST3R
Mon Jun 30, 2003 12:48 am
#50

I personally prefer option 2 Holo....

I am just worried that this might lead back to the development we had in beta where everyone used STim A's and wound pack A's primiarily and not advancing up the organics crafting line (in this case the medics would use only the /tend damage or wound device..)

JEST3R




ggggg4 Kurzzun Starfire Bounty Hunter
ggggg4 JEST3R Retired GCW Correspondent



(gnn[[[[[[[[[[nnnnWX9ggggggggggggggggggggg)


sanmonroe
Mon Jun 30, 2003 12:53 am
#51

Hmm, I like both ideas.


Perhaps you could combine the two.


The secon idea is great, but perhaps these tools could be used with lesser strength than the regular stimpacks/wound meds that they can make with the current system.


This way any medic can heal and supply themselves with the materials they need to fix someone up just by foraging, but would need the other professions to make the best heals for each level.


For the /tend commands taking out the wound/BF component would be fine since they don't give exp atm. Or just making it so both give BF or mind wounds(ok yes I am a dancer) since BF and mind wounds are by FAR easier to heal.




Ineedanewsig


aw232
Mon Jun 30, 2003 12:53 am
#52

I agree with the first option. I was a beta tester and so I knew that in order to be a good medic I had to become an artisan first, Medical forage was just too lame to do anything. This is espeically true since for the small price of 100 credits for artisan training I'd be able to do harvesting on a much larger scale. I do believe that the increase in the number of charges on the meds did wonders for my morale (stimpack B's had WAY too much work for only 4 charges.


I also strongly agree with the /diagnosis command it is sucha pain explaining wounds to noobs.

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