Medic Archive
Thread: Making medic's lives easier
My main complaint is, yes, about medical forage ... but I think the idea is to make us notundercut artisans and scouts. However, since the items you use in medicine has an effect on the outcome and effectiveness, maybe stuff we get from medical forage is higher quality?
Also, the mind damage from /tendhealth and/tendwound isn't that bad. It can be healed uber-quickly. The main downside to those is that they eat up a lot more mind than using medpacks, so if you're healing wounds, you'll get a lot of "You don't have enough mind to perform this action"
i like the idea of having medical forage used to supply the resources for the tend command. that adds an even more realistic element to simply using a tool for healing. however, these requirements should be very low so that /tend doesn't become just another form of stimpack/woundpack. so basically throw out the first suggestion and stick with the second suggestion. it is too much of a change to force healers to get their own resources for early meds. it should be a balance, and i think making medical forage fill the tool to use tend is the ideal solution.
also, as many people have mentioned, create the /diagnose ability. possibly make it at separate stages, with the first stage just giving us a number value for health and action, then the second stage adding the other stats.
finally, i would like to see some form of stimpacks for mind damage. i think it would be useful even if it is limited to doctors or combat medics.
I don't like the idea of meds being able to heal mind damage, simply because then we undercut one useful factor of entertainers.
I don't like the idea of syringes so much simply because it's good to have skills that DONT require devices in the first place. I mean, that's why the /tend commands are there right? For emergencies?
Stimpacks basically are syringes that you rebuild every time you need. Maybe make those refillable rather than limiting /tend. I mean, do stimpacks break after using them 10 times? I think it just runs out of medicine.
Holocron wrote:
Very useful feedback.
The intent is to make newbie medics LESS reliant on others, since we see a lot of folks saying that medic is hard to get started in, the damage from /tend is annoying, etc. We remain pretty persuaded that a medic who has a supply line for resources is in pretty good shape.
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?
So how does the group as whole feel about just changing /tend in that way? Or do we wait a while and see how things sort themselves out?
Rids us of the 'magic' heals while at the same time giving usefulness to an otherwise useless command? Works for me, Holo.
Now what about the REST of our list? ![]()
I worry that you're still making it too easy for people who snag Novice Medic to heal themselves. I want to make sure you're not crossing the line between making us easier and making us *too* easy so that we aren't needed by other classes anymore. Before melees were limited because they generally don't have the mind pool large enough to support /tending in any kind of manageable way. Please consider making /tendwound never heal for over 10 wounds at a timealong withthis? And /tenddamage never hitting for over 100? We just want to be useful, and viable -that's all ![]()
I am actually glad you scrapped the first idea though, it was just entirely too much to implement and had too many possibilities of turning bad on us. So what's idea #3?
If this would replace tend and only the tend commands Iwould have no problem with it.
Actually stim packs that can heal mind damage would be so much better for PvP. Right now in PvP I see no reason not to go rifle. It hits the only bar that can not be healed in battle.
Like I said at the end of beta, make it a combat medic thing. It can be their perk. The reason for going with them.
"A" meds require 100% foraged items.
PLEASE don't subject that upon us. IMO, the /medicalforage command has no use and should be removed entirely. It was only useful (barely) back in pre-release when the "A" meds cost 1x3 organics. When you increased the cost of the "A" meds (a move I agreed with), you should have also removed the /medicalforage command at the same time.
A simpler solution would be to give medics a flora and mineral surveyor upon character creation and let them use it to find resources. I doubt this would break the existing Artisan/Scout/Medic relationship. Yes, it would be advantageous for the newbie Medic, but the veteran Medic would still buy/barter resource stacks from the Artisans and Scouts.
If the design is balanced so that a Novice Artisan can sample 90 resources (average) in one hour, then simply adjust the math a little for the Novice Medic, such that the Novice Medic can only sample 60 resources (average) in one hour. The Artisan can always train up in Surveying to improve their yield, while the Medic would be stuck at 60 resources/hour unless they train in Artisan/Survey.
Also, the survey XP would be held in check. If the Medic never trains in Novice Artisan (for 15 skill points), then s/he would be capped at 1,000 surveying XP and would always survey worse than anybody with the Survey I skill.
If you wanted to go one step further, then don't give the Novice Medic any survey XP unless they train in Novice Artisan.
Basically, I'm simply opposed to requiring /medicalforage for anything, since /medicalforage
- Does not yield any XP, and
- Is extremely tedious (i.e. is not a "fun" game experience)
I would be in favor of a design which made the /medicalforage resources either
- An OPTIONAL component in schematics, or
- A slot power-up for medicines.
But please don't make it a required component. I would wager that such a requirement would be an immense hindrance to factory produced medicines.
H.
Again:
1. Why have a refillable injectable for /tend? Why not just make stimpacks refillable?
2. /tend is not "magic healing". You can tend wounds without any devices. Maybe the balance is a little bit off in the game, but what's happening is possible.
3. I think mental fatigue for tending wounds isn't that big a price to pay AT ALL. First of all, you'll be /tending mostly as a newbie -- you can get past that in a few days if you keep your ears open. Most med centers are right next to a cantina, so no biggie. If you're a field medic, do you want a /tend that has limited charges, or would you rather take some minor wounds instead with the ability to continue healing? I know if I were a real medic, I would be mentally exhausted after hand-fixing wounds.
Finally, and the most important...
4. If you're going to make /tend use a device, why have a /tend at all? Just make it /heal.
Hmmm. I'd swear the preview looked better. Sorry about the colors at the bottom.
H.
Make those changes and I'll become a scout. No way I want to spend hundreds of hours medically foraging for materials.
I can't believe people agree with this. Its insane.
How is that going to help beginning medics?
We ALL become surveyors as well.
What is your real motive? To cause a healing crisis?
Leave them alone. Unless when I medical forage if its as fast and as easy as surveyors.
I am happy the way it is. Move along.
Leave the other stuff along, but if you want to change the /tend wound go ahead.
Sorry to rant before I read all the posts. I know, shame on me.
If you want to change /tendwound, that's another matter. It think a change there would be great. Especially if it actually gave medics some experience for their efforts.