Medic Archive

Thread: Making medic's lives easier

EasyMcRhinopants
Mon Jun 30, 2003 11:56 am
#66

Okay, I didn't, um, exactly read the entire thread...


I want to chime in with the opinion that right now, medicalforage is a hell worse than death. It's slow, boring, and very ineffective.


One option would be to scrap it completely. Maybe make stimpack construction not even require resources or something.


Another option would be to make it require medical-only ingredients (like bacillus, etc). If this were the case, then the quantities required should be much lower. Like 1 unit per stimpack. That way, you forage, find a unit, and blam, you're ready to go.


If you still want interdependence with artisans (which I like in theory, but it would be a drag for medics) then you could also make the supplies require a small amount or normal resources.


On another note, as a noob medic, I gotta say it's pretty frustrating that you only get experience for healing other players with medicine. Some small medical credit for healing yourself or using /tend would be nice.

Wolffe
Mon Jun 30, 2003 12:30 pm
#67

I really hope you dont make Medical Forage required. That will take oh so long to find the components. I like to know i can use medical forage in a pinch... but please please dont make it required.



Wolffe




Jobobo
Intrepid Server
QuiGonWindu
Mon Jun 30, 2003 12:40 pm
#68

I agree: leave it the way it is for right now - three days into full release won't give anyone a view of the big picture of the medical profession.


Of course, I have yet to obtain Org Chem I, seeing as I have to make 17 Stimpack A's (30xp times 17 = 510 Med Crafting XP) - but I am expecting once i get Org Chem I, and health and wound packs, that the mental cost for healing will go down *fingers crossed*.


In the meantime, I sell the stimpacks at bazzar and make a bit of extra coin on the side.




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guiseppi
Mon Jun 30, 2003 1:32 pm
#69

Holo,


I know most of this has been addressed at this point, but I feel I must chime in on making my life easier.


I don't mind the crafting, it gives me an opportunity to hang with my artisan buddies while surveying. The current system as it stands is good (a lot better than it was in beta), but would like the following additions/changes:



  1. Making medical foraging useful again Add in the foraged items (herbs, bugs, etc). A new stimpack, Simple Stims(Simplewound packs too)that use the foraged materials, in smaller stacks (3 stacks of2, instead of 1 stack of6for example),so that different components can be used instead of foraging several times in an attempt to get a larger stack of the same components. This new stim would have the same stats as the A-level, only maybe a few less charges and/or uses.

  2. Don't trade wounds for wounds: A rechargable device, used to tend wounds in small amountswould be a more accurate representation of a medics job, ratherthansomehow magicallyabsorbing the wounds on themselves. As you mentioned, it would wear out over time, just like a weapon, but could be recharged by foraged items (again making that command useful).

  3. XP for self healing: Those of us medics that brave into the wild would definatlely appreciate the skill experience of healing ourselves when travelling solo, even if itis for 1/3-1/4 the normal XP.

  4. Diagnose command: I know this has been touched on several times, but any RLmedic worth his training can usually figure out what is wrong with a patient, and heal accordingly instead of asking the patient for their opinion of what's wrong with them.

As for some of the earlier posts in this thread:



  • Don't change the requirements for medicines: some of the RL medicines are made from petrolium based (topical ointments)and radioactive products, which are quite toxic (sorry BeerforBreakfast, but your name sounds more toxic than fuels for medicine ).

  • Don't change the amount of healing done: Lower level medics are not going to be as skilled in healing wounds, and it should take them longer to get a patient to 100%.




Guiseppa
Medic
Rifle Specialist
Novice Bio-Engineer & Creature Handler
Starsider, Talus
"If once you start down the dark path, forever it will dominate your destiny" --Yoda to Luke
guiseppi
Mon Jun 30, 2003 1:37 pm
#70

Sorry about the colors, those aren't the ones I chose. Need to get used to this new forum interface.




Guiseppa
Medic
Rifle Specialist
Novice Bio-Engineer & Creature Handler
Starsider, Talus
"If once you start down the dark path, forever it will dominate your destiny" --Yoda to Luke
Ardean
Mon Jun 30, 2003 3:33 pm
#71

"Given this, just a change where /tend uses a syringe, and the syringe uses /medicalforage to fill, seems like it would pretty much cover things, yes?"



Something like that yes. However I hope you mean a different tend than the one which currently requires no medicine but gives mind wounds. We should always have a fall back skill which doesn't need a compnent, yet has a hefty drawback.

Artuk
Mon Jun 30, 2003 3:34 pm
#72


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.

I used to be a very "anti-survey", "anti-crafter". My views on this have changed quite a lot.

I think there are a lot of folks over-reacting to the need to make stims. What you describe above would really be a nerf. Once medics get over their "I dont want to survey" they will find that 20 minutes with a survey tool will yeild far far more resources to make medicines then forage. Forage is slow. Quirky. I can get 1k corn (organic) in the time it takes me to watch the news on tv. 1000 of some inorganic in the same time. THats a LOT of 10 charge stim-As!

I know from working up biochemistry to IV in beta that medical crafting is not bad at all.. especially with the charges. I think you have a situation where people who havent really tried it are complaining.. and the people who are content say nothign. I would hate to see what would effectively be a nerf be applied because p

People need to get over their fear/hatred of crafting.

Look at it this way.. in fantasy terms..

A healer combines the elements of nature magic and earth magic to heal. They collect the mana in the form of resources. This mana is then used to make spells (stim packs). These spells can be cast (applied) any time the user wants. Its just the WORD crafting that gets people. Folks (including me in the old days) Greatly exxagerated the crafting grind. Its just not that bad. Folks that want to sit and level up all day.. yeah.. but thats true of anything. If you craft what you need and no more.. its not bad at all.

Now the ideas around /tendwound sound good.. but I think the system in place for stims and wound packs are fine. Crafting = magic in this game. Folks just need to dive in and discover that not only is it not that bad.. it can be fun, and its very very flexible.

I think if you require medical foraging to heal, that you will get an insane backlash once people discover that foraging is just a nutty form of surveying.. and that they have, effectively, been nerfed by requiring it.

Now.. a case could be made for there to be a medical survey tool that medics can use to survey the same way artisans do. You could put it in Pharmacology to make it more useful.. have it just pick up certain chemical and organic "medical" resources.. but please.. no foraging.

Regards,

Artuk




Take up your china doll, it's only fractured - and just a little nervous from the fall..
Artuk
Mon Jun 30, 2003 3:35 pm
#73

Dang.. Holos part at the top was supposed to be quoted out. I keep using /hr by mistake.




Take up your china doll, it's only fractured - and just a little nervous from the fall..
Zymot
Mon Jun 30, 2003 3:40 pm
#74

I think that would work. As a mid level medic (OC III/FAII) I find I can manage quite well, but I do think that the novices get a bit confused (at least till one of us hands em a stack of org/inorgs, tells em to make a swack of stimAs and sends them off to the cantina to poke needles into entertainers ). Once you get out of novice territoy you're OK, and if you're really that adverse to crafting packs, buy em off the guys at the med center. We always have lots, and you can go back out with your party quicker.

That's the way an economy's supposed to work after all. I have no prob selling a whack of stim's to a field medic, I mostly work in the hospital where the money is low and the need for stims is low too.

Zy.
cherlo
Mon Jun 30, 2003 3:43 pm
#75

That works and I assume is easier to implement. Now how fast will the syringes be filled with the forage action? If too slow, then instead of waiting for mind damage to regen we will begrinding to make enough medicine for tending. But I didn't realize that woundpacksmay bea viable alternative for non-solo medics. If it is, then tend and forage are not going to be used when we start using the woundpacksinstead. (Is it cost effective to make and use woundpacks? Can novice medics even make woundpacks?)



...thisll just get lost in the noise
Artuk
Mon Jun 30, 2003 3:48 pm
#76

Reading through this thread again.. I want to emphasize the bottom part of my post..

Instead of forage.. provide a survey style gathering mechanism for "medical resources" with it's own "medical forage" tool. This could be used to gather "biological agents" and "inert agents".

This would provide medics with their own gathering mechanism without relying on /forage which is NOT going to be as cool as folks think it is.

Regards,

Artuk




Take up your china doll, it's only fractured - and just a little nervous from the fall..
DerekSagan
Mon Jun 30, 2003 3:50 pm
#77

I don't think /tend needs to usea syringe, really. It's not hard to sit in the cantina for a few mins while you craft, or better yet while you heal the entertainers action pool for XP!


But it would be nice if /medicalforage was more useful. I only get 1-2 unit of orgainic stuff, and it can be so many different things. Trying to get 8 of the same thing for just for a single stimpak is a horrible proccess, and they still have to gather in-organic stuff! I use the scouts harvest and the artisans survey to get matierals to crank out stimpacks, but not all medics want those skills, and newbie medics would never have enough money to buy their own supply... While medicalforage should never be as good as harvest and mining, it should be able to at least allow a newbie medic to create stimpack-A's solo...

Inf
Mon Jun 30, 2003 3:55 pm
#78

I think that would make a sensible change. Taking the "magical" tends away as they stand replacing with a more basic sorta stim. But in a way we're back to the 3x1 organic of the original stim a's. If th syringe is going to need replacing and if it can only be filled with medically foraged items, then I think /tenddamage should have its exp returned. Its not like its an insta exp maker with the "expiring" resources part of it.



Chye


Eclipse

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