Medic Archive

Thread: Making medic's lives easier

Ackai
Mon Jun 30, 2003 5:27 pm
#92

Boy, hot topic. Here are my suggestions:


1. Maybe explain better what happens when someone tends wounds. Rather than just saying:


"Hobo Joe healed 125 points of health"


say:


"Hobo Joe uses his bare hands to set your bones and tend your damage. You recover 125 points of health"


So people aren't all like "Blah blah blah, how is that possible, no medicine, blah blah, doesn't make sense, mind wounds, what gives"


And on the medic end of things, maybe say:


"You manually tend 125 points of Boba TheFett's damage with your bare hands."


The mind wounds are just mental scars from dealing with that.


2. It would be neat if people got bloody when they took health damage, and if a medic tended a patient's health damage or wounds, they could get blood on their hands


3. No devices for tending. Tending, as it's specified, means taking care of damage without use of a device. All medics should be able to do this in some respect, so getting rid of it entirely would be unfair to the class.


4. If anything, make/tendingit less effective than /healing. It's good for emergencies. If you must give it more purpose : Maybe add broken bones or some kinds of wounds that can be healed ONLY by tending. Maybe make ACTION damage curable only by ./tending. Otherwise, leave it alone.


5. It would also be nice if healing were faster at med centers than anywhere else. Right now, we can only tend at med centers and camps -- but shouldn't there be some benefit to the fact that we're at a place that is equipped with all the stuff we need?

Lewal
Mon Jun 30, 2003 5:30 pm
#93

It is a little early to determine "big fixes" needed. I think repairing the /tend line to be more useful to starting Medics, is definately needed. And it is nice to have in the event of running out of Medicines in a fight, emergency type cases. I did have a Medic in Beta and I have one here, so I lived through the changes and adapted to them.



Lewal ~~ Master Doctor/Squad Leader { Kith }

Klaeli ~~ Surveyor/Dancer { Kith }

Tarquinas
LuxFerens
Mon Jun 30, 2003 5:32 pm
#94

The combination of a syringe for /tend, refilled by /medicalforage, plus leaving the A pack recipes as they are, sounds like a good fix.

Dirtside
Mon Jun 30, 2003 5:40 pm
#95

Changing the tend commands so that they use a little syringe that uses foraged components to work is a great idea. I really don't want stimpack A's to be changed so that they no longer require resources -- as it takes away from those of us (yes, me) who LIKE surveying and dealing with resources.

This proposal, by itself, should solve the starting-out problem. It lets people get medical experience without having to craft things right away (after all, if someone just wants to be a healing field medic -- no, not a combat medic -- they don't need Organic Chemistry). Please don't change stimpack A's: some medics (like me) LIKE surveying



- [ Master Dr. Adili Vespau - Bria ]
- [ Chief of Surgery - Kaadara, Naboo ]
- [ Visiting Emergency Surgeon - Moenia, Naboo ]
Ackai
Mon Jun 30, 2003 7:12 pm
#96

Sigh. Okay, will someone answer me :


What's the point of /tend if you need a device and components? Why not just make stimpacks refillable? /tend is there so you can heal ANYTIME.

hall0559
Mon Jun 30, 2003 7:24 pm
#97

whats wrong with medic? i got to Stimpac Chemist in 4 days...


i honestly dont see anything wrong with it at all...




>
Average Number Of Gnort Kills A Day: 17000
"Have you killed your Gnort today?"
Erly
Mon Jun 30, 2003 7:34 pm
#98

As I see it, /tend doesn't yield any XP, so it's never been intended to be something for regular use. Instead, it's an option you can exercise when you're out of supplies (for instance during a fight). Therefore the penalties currently imposed by using /tend are maybe harsh, but not totally out of place.


I don't think /tend should be made anything that requires yet another craftable which can run out.


If anything I'd suggest adding another line of small stims that use medicalforage items for crafting, which can be used by non-artisan novice medics.


Later on, or when you're a surveyor,it doesn't seem like there's a problem with getting the incredients for the stim packs etc.

Xzia
Tue Jul 01, 2003 12:12 am
#99

I was a beta tester and never saw thesuggestion #1 mentioned anywhere...but i was kind of burnt out testing this profession, i may have missed it.


I kind of like the idea, but since we would still need these "components" to make higher level meds, how will we be able to gather them? Only with /medicalforage? Will we be able to use medical harvesters to get them?


I also understand we would still need to gather water and organics for higher up meds and thats fine for me, as long assuggestion #2 comes into play.



The idea behind the suggestion #2 is to give medics some "slack" on the ressource gathering/comsuming department. Basically, by making the "healing devide" made by artisans, it moves the metal/inorganic part of the meds into the artisan hands (and free the medics from that). It cuts down the ressources we need to make our meds by half, making a big difference for us as we wouldnt have to spend all that time to gather all those inorganics plus waterplus organics.


It promotes interdependency as we would have to get our healing devicesfrom artisans (just like a marksman need to buy his gun from artisans as well). The healing device is rechargeable, but will decay over time and eventually break (to promote interdepency again).


As we get higher in the medic tree, we would need better healing devices (they could hold more charges, be more durable, allow touse higher medsas an example). The healing devices would be recharged by the medic. The recharges would be made with water/organics/new components Holo talked about.



I would love to see this, but i have one question for Holo. Would we still need to take artisan skills so we can run water and flora harvesters? Will we be able to run harvesters to gather the new type of components mentioned in the suggestion #1?



X'ziaNywoe,Rori Corbantis


Xzarpoff, former beta 3 tester




X'zia Nywoe, Aftermath, Corbantis
Erly
Tue Jul 01, 2003 12:43 am
#100

Hmm, I like the second idea.


Not sure about the first one, I just picked up Nov. Scout and Nov. Artisan and it worked out for me alright.

GratefulNed
Tue Jul 01, 2003 1:16 am
#101

Been following medic profession for a while, and surprised that these two ideas popped forward, instead of so many others that had merit.


Wha happa to a standardized charging system in hospitals/


Wha happa to medic inventory control, so field medics can bring along adequate, pre-made supplies?


For that matter, now that many of us were just beginning to entertain the possibility, wha happa to factory-made and bazaar-sold crates of med packs? Thought we were supposed to end up dependent on this for the bulk of our high end supplies?


I don't like the idea of relying on foraging. Perhaps its because I *finally* can accept relying on surveying and harvesters, etc - plz don't throw in yet another mode we have to master in order to stock our shelves, and still leave us without a way to charge our customers uniformly. Thanks !

Grubz
Tue Jul 01, 2003 5:04 am
#102

I say no to changing the stim pack formulas. Its not that hard to get out and harvest the resources you need. Second dump medical forage all together I see no purpose for it. We are supposed to be in the future not some medicine man digging up roots from the ground to make a plaster to put on a cut. We get pharmacological resources and we work with them.



Second I say YES to the diagnosis command we need to see those secondary stats in a hospital so we can heal them. This makes total sense for a medic alot more sense then forage. Otherwise there is very little use for our Stat paks. Real pain always having to ask people if there stats are ok.....Im a medic for crying out loud thats my job to determine and fix.


Anyways please, please, please /diagnosis command.

De_Mon
Tue Jul 01, 2003 5:25 am
#103

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.[/list]
    We now open the floor to the medics for comment.

Option #1 does not make the medic’s life easier on the surface, while in practice it may be useful.


Option #2 is GREAT]! Currently tendwound is used to heal secondary stats which are normally only repairable by doctors.


Other Medic suggestions:



  • Novice medics are making an entire line of doctor crafted items less useful because of tendwound. Increase the ‘cost’ of healing secondary stats by multiplying charges used by three.

  • Diagnose. A lot of people want this, I do not. Instead of diagnosing a patient, simply allow tendwound to heal any damaged stat in the same way that healwound and healdamage do not require specifying ‘health’ or ‘action.’ I repeat, tendwound should heal any stat, prioritizing the most damaged.

  • medicalforage, instead of foraging resources or another component simply forage up a random quality limited charge stim or wound pack. When medicalforage skill increases quality or quality could increase, a medic command to forage something that needs no crafting! If they were stackable that would be super, call them wilderness stim/health packs.
    *found resources to craft 1 Stimpack A*



Flurry:: Slepivis Darkwaver
Lowca: Delkar Aitchu
AdelphaB
Tue Jul 01, 2003 6:10 am
#104

The problem I see with the refillable syringe idea is that while it eliminates the confusion over /tend for SWG newbie medics, it is completely unlike what that those medics will be doing over the remainder of their careers. Why learn that system if they're just going to have to learn something else later? Just postpones the inevitable that we'll have to be surveyors as well as medics. Which I've accepted and am mostly ok with now.

Really, I think the problem is that newbie medics have a command that doesn't do them any good. It's all about the starting confusion.

I say the best thing is wait and see. There's enough of the old hands around to help the new folks learn the system as it stands.

Jinna
Starsider, Naboo




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Dr. Jinna An'geles - Blaster Trauma Specialist / Ospek - Fighting Naturalist

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