Medic Archive
Thread: Making medic's lives easier
Why not add ADDITIONAL schematics to use the /med foraged goodies, that make inferior kits to the ones that are made with resources? Set them on the yield prior to the charge fix/increase.
Example:
Jury rigged Health Wound Kit (and JR Action Wound Kit)
Requires three foraged things
Makes a kit that has two charges that heal ~10 wounds, depending on other medic skills.
Jury rigged Stim
As above, makes a 3 charge stim that heals 40-100 or so damage.
The incentive would be to make the REAL stim-As (and later wound-As, and B kits, and C kits), as the yield and number of charges is there, along with teh bennies of experimenting.
Yet, if you were strapped for resources, you could /medicalforage and actually get some medic XP and cure SOME wounds, if slowly, without the mind wound damage /tend gives.
--
Nivis Nix, Kettemoor
Various from Beta
No to B+ meds using foraged components! Except for that part, it sounds good to me. Foraging should be something you use at the start (i.e. A-level stims/woundpacks) then never use again.
By the time you get up to B and above packs it seems to be balanced pretty well for me, I'm almost master medic already and I've been blazing through organic chem once I moved to B packs (I'm at org 4 and my other medic skills are first aid 3, diag 1, and pharm 3, already closing in on pharm 4 so I don't need to waste points on ease of use for my C packs)
By far the most important thing to happen to the profession is how you upped charges on everything. That alone makes the profession much, much nicer.
How about if this "tool" works without meds, but gets a substatial bonus if you have meds to use. For instance, maybe it could have the effect of a Stim A. However, if you have actual Stim As, then the heals more or faster than it would with out it. Then have several levels of the the "tools" with appropriate certifications as you go up the skill trees. A level A tool can only be "charged" up with level A packs. A level B tool will heal more than a the level A tool and can be charged with A or B meds. Etc. Also, have some would tools that could be charged up with both Health and Action packs so that both wound pools could be healed at the same time in a Med Center / camp. This is mainly to relieve the frustration of combat types that are heavily wounded from cloning. Right now it takes a very long time for beginning medics to heal wounds. Giving them the ability to heal both pools at once would significantly increase the willingness of combat types to come to medics, rather than feeling like they have to go to the med center and just wait around.
I think rechargable tools like this would give medics the ability to heal a bit even once they run out of resources, while still promoting medical crafting due to the advantages of using meds to increase the tools' effectiveness. I've always thought that the use of meds should be more of a bonus than a true requirement. A method like this would be a step toward that idea.
Medical foraging is a strange/sticky issue. I'm not really for or opposed to either of them.
I understand that the you and the other Devs want to develop a community in SWG but you should not have nerf the Medic profession to do it. This rant comes from the fact that medics can not get resources on there own. /medicalforage is a joke. One rice...only five more to go.. I would like it to work 1/6th as often but give you 6 items. That makes a lot more sense than one at a time. A new still of /medicalorganicforage and /medicalinorganicforage should replace the /medicalforage. Change the name if it is too long but allow medics to gather the resources to make meds. This would not replace a artisan or scout as the go-to-guy for large orders but allow the early medics to craft med as well as older medics craft in the field.
I've heard the argument that I should be an artisan to get suvering tools but my end goal is combat medic. And unless I did the math wrong, combat medic will only allow one extra point. Artisan is 15 so I'm in the hole by 14...I wish I could.
Holo, right now I'm just frustrated with the medic profession so any fix is in the right direction.
The root of the problem is the extreme mind damage from tending wounds. The 2nd proposal addresses this, so I agree with it. A simpler solution is just to provide a way to increase mind or mind regeneration. I thought that I wouldjsut use stims on myself to heal my mind damage, but cant because I'm 'not injured'.Or lower the mind cost for tending so that it is in sync with its recharge time. But both ideas are good as they make the system more logical.
I have been a medic at Mos Eisley since the launch day and it hasn't been easy being a medic. One thing is that in some areas, like Mos Eisley, the demand for medics is so high that I cant afford to be anywhere except the medical center trying to help the other medics get these guys healed and back out into the field. If I and all those other medics spent all day or even half a day out foraging, the fighters wouldnt be able to do half of what they do now. So here are my thoughts as a noob medic:
A) If we have to forage for our own materials for this equipment, make foraging more practical. Right now I have an Inventory full of 1 or 2 of the same items. Either narrow down the possible items to be foraged or improve the foraging results. It is completely useless to me now.
B) I know we have to consider the long term effects on the overall profession(s) so let's keep it simple. If tending wounds gives no XP points (which doesn't make any sense to me), then create a new tool for it to give us the XP and lay off the mind damage. Let us be able to recharge it with foraged resources (if foraging is improved at all). Also getting Battle Fatigue for healing wounds is hard to swallow. If it's a good idea to keep it, though, then lower the amount. I can't spend 30 minutes working in the med center before I have to go spend an equal amount of time at the cantina.
My thoughts aren't very organized right now, I know, but I think I can only point out my initial impressions since launch. Healing wounds takes waaaay too long and tending them when you have no money left is a waste of time too. Making stims is too much of a pain with foraging set the way it is; either give us more per each forage attempt or let us mix up the ingredients in the schematics. It's hard enough for a medic to get by purely on his medical skills as no one has to pay for any kind of healing. So help the medics give the fighters more of an incentive by helping us heal faster with certain equipment or meds that only we can use. I didn't get into the medic profession to craft medicines. I want to be a Doctor at the Medical Center. Let someone choose a crafting profession to create meds. Let the Bio-Engineer be the SWG equivalent of a pharmaceutical profession.
Now let the flaming begin.
I have to say I'm completely opposed to the first suggestion. The simiple fact of the matter is the resources are not as big of an issue as people make it out to be. It is getting increasingly easier to find resources on the bazaar, or from players outright. Not to mention the ease with which buying a harvestor deed and placing it is.
As a beginning Medic, I took Artisan and Scout, because I knew I would need to use them --IN THE BEGINNING--. After, I got through the initial stages, I can now safely drop Artisan (surveying), and perhaps even scout (hunting).
As the economy grows the need for a Medic to need either of these will be NIL. Resources are readily available, and the current charges on Stimpacks and Woundpacks, mean we DO NOT need that many resources, nor do we need to craft as much as before. Add to that the fact that stimpack/woundspack now take up one slot. Also add, that stimpacks/woundpacks are being sold on the Bazaar currently.
Leave it how it is Holo, you've finally nailed it IMHO. Before the 1 slot and low charges it was unbearable, I agree, but you've got it right now.
As for tending, I don't use it anymore, maybe I did in the beginning, but do what you will to it, because it is only usefull if you can't find stim/woundpacks on the bazaar.
Ok I may make some people upset with this but here goes,
Holo, Im not sure anything needs to be changed for medic at this point. I picked up medic because I wanted to get to Bio engineer. I also have scout, marksman and artiasn. Currently I am a few combines away from organic chemistry 4, I have enough medical xp for first aid 2 and diagnostics 1, and only a little way from having enough xp for both first aid 2 and pham 2. This is in addition to the scout xp, pistol xp, artisian xp, and survey xp.
The one change that medics could use is a money alotment for healing people in a med center. If things are slow then medics can run missions or survey, but if a medic is healing people as they come in they shouldnt have to rely on just tips. Combat make money while getting xp in destroy missions, crafters make money while getting xp if they sell their wares. Medics should have that option as well (and entertainers but I dont want to hijack the thread).
I played beta and never really tested medic so I am coming at this from a diffrent view. I really think making things easier is not the answer on this one. Leave the resources alone and give medics a bit of a easier time making money to buy resources or the kits themselves (I sell them on eclipse server just to get them out of my inventory). And for the medics out there, one suggestion is pick up scout and get out of the med centers. As a scout you can get organics, make your own field hospital and do destroy missions with teams. 90% of my medical xp has come from combat healing during and after a fight.
Holocron,
Personally I say scrap medical Forage or make it atleast forage up 6-8 Resources so they can be used in crafting. I used medical forage a few times during beta and the resources almost never stacked so I ended up with a bunch of stacks of 3-4 resources which couldn't be used for anything. Like MrSloth said using surveying is much less tedious and yields better results. Eventually people can place harveters and have nearly limitless supplies of resources.
I think what we really need is a /diagnose command to show us how many wounds someone has of each type. Maybe make this available at Diagnostics 3. Maybe I am just a cheap skate but I hated using a B or higher Wound pack on someones wounds to only heal like 3 Constitution wounds. I'll be honest when I see a patient has 5 or fewer wounds left I will usually let the auto-heal script finish them up or another new medic.
I prefer neither. I would rather be dependent on Artisans for minerals/organics than have to spend my days foraging for stuff. That's just bad IMO. It's helpful at the very beginning, but that's about it.
I believe the fix you put in by increasing the number of charges per kit reduced the amount of crafting needed to be done. All that remains is an adjustment to the XP needed for crafting in the higher professions and increasing the amount of wound damage occuring in combat. As a medic,4 hours of fighting in a six person team, Less than3 A wound kits (2 health,1 action) healed the whole party in a camp.
I think both ideas have a lot of merit, Holo, and I'm encouraged that we are getting some attention from you guys, so thanks for that.
I think these choices will give newbie medics a MUCH better start in the profession... If you're considering doing both, great. If you're considering one, I like the second one better because it doesn't force you to be a surveyor on day 1 (although, ironically, that's what many of us did).
Emmy, chilastra
Hi again Holocron. We're starting at the bottom of the Medic tree and working our way up with the tweaks,then? Makes sense I guess ![]()
I'm pretty much ok with idea #1, I've been all for the ability of the medic to sustain their resource requirements initially within their own tree. I'm ok with depending on some of the artisan tree at higher levels. But what I'm really worried about here is you making this slower than hand-sampling is right now. So let's say you scale it like surveying. Well the problem is that survey exp flies, while our skills don't. So we could be in a painful position here of having B-med requirements and the equilivant of level 2 surveying.Sure, we don't have revocation anymore and that's a wonderful thing, but please don't accidentally shoot us in the foot while trying to help us here. I'd really like to see some specific numbers on what you're looking atas far resources gained per hour. And finally, if you can't mass-gather these at some point, what do you foresee forthe factory CM or Doc? One medic hand-foraging 1000 of these for the highest level medicines for a factory run? Or (heh, back to this again) a medic-built bioharvester for these resources?
As to #2: Well, I hate /tend. But it's here, so, yes - this would slowly introduce new medics to the idea of resources. If fix #1 works, do we even need this? The problem is that right now /tend is on par with most ofthe A-packs, since it's still sadly overpowered. So I suppose if it's intended to just be a non-crafted A-pack, *shrug* put it in a healing gun, have it beat up your mind, make it require you to stand on your head to do it, doesn't matter to me. BTW we wanted healing guns for all our meds, before you gave us the increased charges, back when experimentation worked a lot less than it does now...anyways. I would like to see #2 be made completely obsolete by the clever implementation of #1 is my answer.
Thanks for picking us up again so quickly after release.