Medic Archive
Thread: B Medecine skill requirements
There doesn't seem a point to getting Pharmacology until you get to Org Chem IV and start to make Stimpack C's, at which point you need at least Pharm III even if they are experimented on and Pharm IV if they are not.
I have no problem with the skill requirements for C's, but shouldn't things scale a little better?
Shouldn't A Pack requirements be some where between that ofA and C instead of the same as A's?
I was was thinking that B requirements should be 15-20
B's had higher requirements in Beta.
When schematic revocation was put in (as you raise levels in OChem, you lost easier schematics), it became apparent that peopel could get "stuck between packs" that is they could craft packs they could not use, and not craft packs that they could use (basically If they got more OC then Pharm they could nto heal with certain combos).
B pack med use was lowered to fix this problem. After revocation was removed, the B pack stayed low and was not put back to its med use level before revocation.
Overall it was considered a good things by most players, because it gave medics something to sell people that only bought Novice medic for self healing (something they could not make themselves). Stim B's are a decent source of income for medics.
So, that's the history of it. it does look funny.
The question is, do medics gain anything by raising B costs that makes up for the lack of revenue you can make from selling B's?
-T
112 heal value wound B?
please tell me u are using advanced components...
there is no way...i have jusiced a B as far as i can go with experiment and topped out at 80...must be advanced components..
my Wound Cs are 115 heal value
we are talking wound pack Bs not stims...
my stims are well over 200 in heal value...
wound Bs not stim Bs...wound B at 100+ heal without experimentation is hardly believable...
I just think it should go back to how it was as the gateing issue due to revocation is no longer there.
As to selling meds to others, it would certainly make more sense to me if people had to at least invest in the medicine trees to become competent healers and not just buy their way there by purchasing the meds from others.
It
But then I have not ever bothered selling meds, as I use all those I make, so I would not be losing any revenue
If b's got raised to the 20's, then anyone who could use them would be more likely to be able to make their own.
Right now B's are a big source of income for medics across the galaxies (one of the only reliable ones).
There are a lot of soloists who just take novice medic to get by, they buy up huge quantities of of crafted/experimented B's (which they can't make themselves), to replace the A's they can make, but aren't as good.
Personally, I don't bother to sell them either, but it is a decent business for medics to make money, in a generally poor profession.
A correctly scaled med use, would kill that income... I'm not sure I, or anyone else here can see what benefit that would really have for the profession. (Though is may actually be a bug... just never got switched back duringthe rush to release. I'll put it on my list under "as intended?")
-T
I guess I just don't agree with A.N.Other being able to heal wounds as well as I can, with me having almost mastered the Medic profession and them only having taken the basic medic skill and then just bought their meds.
It just seems to me to devalue the medic profession.
I think that they should raise the Medicine Use on all Woundpack-Bs, however. Stimpack-Bs that you get with OC-2 is one thing, a stat Woundpack that you get with OC-4 is quite another.
Scorus
What you do is create Stimpack B's and put them up for sale on the bazaar. They heal great amounts of damage in short periods of time.
Just a thought. Place Stimpack B's for sale so others can use your finely crafted items.