Medic Archive
Thread: In Dev Medic
Q-3PO wrote:
Medic
Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
Added healing kill credit for medics that perform healing on same group combatants
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
Added auto-wound select to tendWound if no wound is specified.
Fixed a problem that enabled revive packs to fire on a /healWound command.
THESE.
ARE.
HUGE.
/diagnose alone would have been enough to make my day. Healing kill credit, fixes for MedB XP, and auto wound selection are gravy.
To whomever credit is due (Developers, Correspondent, Q, Holocron, anybody else I don't know), thank you. These are really going to streamline medicine and take a lot of the drudge work out of what a medic does.
Don't worry, we'll have another list of complaints about a week after these are implemented. ![]()
Yeah thats nice...but that
Q-3PO wrote:
Medic
Added the ability to experiment on duration with the resilience compound.
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
Q-3PO wrote:
Medic
Added the ability to experiment on duration with the resilience compound.
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
Yeah thats nice but how about the fact that CMs without novice doctors are stuck with only 5 experiment points on their components for CM packs...
Come on devs. If you are gonna seperate the CM line from the medic/doctor line either do it or dont do it...this half-baked scheme is unfair to CMs who dont have doc crafting
Added healing kill credit for medics that perform healing on same group combatants
What exactly does that mean? Can anybody clue me in please?Specifically, not sure what is meant by "healing kill credit".
Thanks,
K'bang--Novice Doctor--Chilastra
Thank you Elenora. That is a very valuable fix if they actually decide to implement it in live game play...I hope they do.
K'bang--Novice Doctor--Chilastra
these updates sound great BUT I would have made a device like a scanner that artisans could make
basic models might have only scaned1/3 of the pools where advanced models (tricorder) could scan all 3 pools
medics and doctors should get bonuses for working in a hospital instead of out in the field at a campsite
since they have all the amenities of a fully stocked hospital
this should present itself as faster reset times or stronger heals than one would normaly get at a camp
a fully stocked hospital should do more than just switch on the the ability
also how about installing some bacta tanks that medics can use to heal other players medics can have a new item bacta fluid to produce. maby have bacta tanks be a privatly owned device that medics can load with treatments that the injured player can pay for treatments like a vending machine a medic wouldnt get exp but would get cash for the treatment.
players should be able to administer stem A this might give medics a way of making some money instead of allways operating at a loss yes there are donations but never has it equiled what is spent
whoever thought that medics would have fun clicking their mouse or pushing a key every 30 seconds for hours should be taken out and beaten to within an inch if their life and then forced to be healed in a similar manor 10 times!!! isnt there any other ailments besides wounds? diseases, poisons, infections, parasites
that medics could find treatments for? maby you need a bio engineer to sample the ailment for testing
and lastly BLACKDEATH or dev disease is causing massive down time for players
STOP THE DOWN TIME its ruining the game fun
[QUOTE]
isnt there any other ailments besides wounds? diseases, poisons, infections, parasites
that medics could find treatments for?
[/QUOTE]
Yes, there are. Become a Doc and you find heal packs for Disease, Poison, Stun, Dizzy, Blind and so on.
Elenora wrote:
Yeah thats nice but how about the fact that CMs without novice doctors are stuck with only 5 experiment points on their components for CM packs...
Come on devs. If you are gonna seperate the CM line from the medic/doctor line either do it or dont do it...this half-baked scheme is unfair to CMs who dont have doc crafting
I want to echo Elenora's sentiments. Please please, please do something about CM and their experiment points. It's very unfair to us CM's that are exclusively CM.
As to the other changes, they look great. Look forward to the /diagnose skill as well as the heal killing credit.