Medic Archive

Thread: Medics: Your input for the GCW

MasterNerfSlayer
Sat Jun 05, 2004 11:45 pm
#1






Ok people, here is your chance.


Here is a document that I have been asked to present to the devs, listing all our abilities, what they do, and whether or not they're fun/broken, and if I feel they're broken, why. Also, is a combat and grouping summary, along with 5 features and GCW features I'd like added. I could submit this without your feedback but I feel that would be wrong. If you have any comments or changes, please feel free to make them.


Ok this is my document as it currently stands:

Abilities

  • Medical Forage


    • The most useless ability medics have. There are many suggestions for fixing it, mine is simply to make it find 8 random organic or mineral at a time and put a longer delay on it to stop it replacing /sample.

  • Diagnose


    • Allows the medic to see the wounds on a player.

    • Needs the ability to see current pool maximums here too,to aiddoctors buffing in seeing what stats they've already buffed.

    • Needs a refresh button

  • HealDamage


    • Heals damage using a stim pack located in the players backpack.

    • Very flakey when used in combat. Only works to about 7m when target is standing still, and to about 4m when they are moving. Ben “Marvelin” Hanson stated that it would be fixed when the melee professions had their range extended to 15m, but this didn’t happen. Medics should be able to heal one person at a time even in combat. Healing multiple people at once is what combat medics are for.

    • Stim B Med Use of 5 needs to be addressed. This was dropped during beta for testing and never raised again, and has made novice medic more powerful than intended.

  • HealWound


    • Heals wounds using a wound pack located in the players backpack

    • Working fine.

  • TendDamage


    • Uses player’s mind pool to heal damage. Causes focus / will / battlefatigue damage.

    • Working fine.

  • TendWound


    • Uses player’s mind pool to heal wounds. Causes focus / will / battlefatigue damage.

    • Working fine.

  • First Aid


    • Uses player’s mind pool to cure bleeding.

    • Working fine.

  • Quick Heal


    • Uses player’s mind pool to heal a large amount of damage. Causes focus / will / battlefatigue damage.

    • Working fine.

  • Drag Incapacitated Player


    • Allows a player to drag an incapacitated player out of harms way.

    • Working fine.

Combat Summary
A medic’s primary role in combat is to heal an individual who has taken damage, and to heal wounds after combat has ceased.


Grouping Summary
A medic’s role is healer in a small group, and more predominantly to the medic himself in solo combat. The medic is rarely a pure medic, and is either a dabbler or a master to gain access to one of the elite professions requiring medic as a base. Larger groups tend to carry a doctor or combat medic.


Non-GCW additions


  1. Mission terminals

  2. Group wounded beacons. Medics currentlywatch a long group listin order to be an effective group healer. I propose that abeacon appear above a damaged players head (visibile to the medic only)when they get below a certain damage threshold.Thisthreshold should be configurable by the medic. At the same time, the group members name should be highlighted in the group window as well, incase the player is behind the medic, allowing the old method to be used also. It has also been asked that the beacons be togglable on/off.

  3. /targetMostDamaged and /targetMostWounded commands for use in a group.

  4. More loot targeted at medics.

  5. Multistat wound packs. These would heal woundsfrom any pool up to a total of say 25 points. This would help out newer medics by not having them waste so many wound packs on trivial wounds and help get these players back out the door much faster, as most players get annoyed that their minor wounds take so long to heal, and most of the time they're better off waiting for a Med Center auto-heal, rather than a low level medic getting xp and that all important player interaction.

    GCW additions

  6. Faction points for healing overts (and possible TEF'd).

  7. Faction pet stim packs (for use on troops).

  8. -

  9. -

  10. -


Message Edited by MasterNerfSlayer on 06-07-2004 06:57 PM

Message Edited by MasterNerfSlayer on 06-10-2004 12:18 PM




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Zarlor
Sun Jun 06, 2004 5:22 am
#2

A slight increase to the heal range so if I hit autofollow on someone (and I'm fast enough to keep up, of course) then I should be able to get off a heal at that standard range. (Either that or decrease the standard follow range so we are close enough to heal when we do it.)


Medic-related missions available from the faction mission terminals. (Sure, we'd like to see medic missions anywhere, but since you asked specifically about the GCW...)


Getting Faction Points for healing actions! (Don't we contribute to the outcome of a battle as well? Yet we are disallowed form getting any reward if we are too busy healing to do any damage to faction targets, or to DB some fallen player?)







Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
MasterNerfSlayer
Sun Jun 06, 2004 6:02 pm
#3

2 steps ahead of ya Z


I'll have to post what I already have later on when I get home (don't have the document here with me). Basically I need to report on all medic abilities, what is not fun about them and why, some new ideas for medics and some new factional ideas for medics.


the 15m range comes under what is not fun about abilities, missions and faction points for healing are already on my list (which I actually posted at swgmedics.com & swgcraft.com), but not here /slap self;






RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

jfang
Mon Jun 07, 2004 10:57 am
#4



I think tenddamage is broken.It gives no experience and is very weak, comparable to a medium strength stim A as I recall. As such, because it gives wounds, there is no incentive to use it. When I was fighting as a novice medic, after I /tenddamaged myself in combat while fighting a small mob outside of an NPC city, I had taken more damage then I healed myself for by the time I could start attacking again. (Tendwound doesn't have this problem as curing wounds is done outside of combat, so slow healing isn't in issue, but as damage is meant to be incurred and healed while fighting...)


Assuming the combat revamp wasn't happening, it might have been improved by letting it heal mind, as well as health and action (it heals for so little it wouldn't have the problem of infinite healing, and healing 40 mind versus healing 1000 mind at 0400 combat medic is not really a balancing issue). With the combat revamp happening, it is unclear what can be done to make it useful, but not overshadow using stims.

Onohos
Sat Jun 12, 2004 11:24 pm
#5

Chaosium_451
Fri Oct 08, 2004 10:21 am
#6

This may have been brought up elsewhere, but I haven't seen it and it pertains to the GCW stuff. I know I'm a little late on this thread, but what the heck - it is a sticky.


What about fixing delays on the healdamage in combat queue? Currently there is like a 4 second delay before and a four second delay after each /healdamage. This is further complicated by the timer on the use of /healdamage. If I queue up my /healdamage command at the wrong moment, the use timer hasn't expired by the time the /healdamage fires in the queue, it failes and I have to launch it again, wait four seconds for the last one to finish, and wait 4 more seconds for the new one to fire. In combat, when I;m trying to help out others, it is disconcerting that I have to be thinking, "I hope I got this times right" when I'm trying to keep a compatriot on their feet.



Merlinda Oban
Elder Jedi - Radiant
Sibhoan Oban
Officer - Radiant
Brenna Oban
Engineer - Radiant

Iscushi, T'wesmynn, Ilmeimi
Test Center


Jynn_Seidai
Fri Oct 08, 2004 6:33 pm
#7

I don't see a whole lot missing from your list honestly, and I agree with jfang, that there should be some incentive to use /tenddamage. I also personally think you should get at least a 'little' xp from /tendwound, that way brand new medics can get some experience while working up to being able to craft their wound packs.



Kerry - - Sawyer - A'la - Montego
MD/MCM - Master Tailor - Master Booty Shaker x2
Test Center Roughnecks


MasterUmpa
Fri Oct 08, 2004 11:22 pm
#8






Zarlor wrote:

A slight increase to the heal range so if I hit autofollow on someone (and I'm fast enough to keep up, of course) then I should be able to get off a heal at that standard range. (Either that or decrease the standard follow range so we are close enough to heal when we do it.)


Medic-related missions available from the faction mission terminals. (Sure, we'd like to see medic missions anywhere, but since you asked specifically about the GCW...)


Getting Faction Points for healing actions! (Don't we contribute to the outcome of a battle as well? Yet we are disallowed form getting any reward if we are too busy healing to do any damage to faction targets, or to DB some fallen player?)










/agree lol



Zeric Frost |Gan[K]er
Pax Veritas"The Gank"

MasterNerfSlayer
Sun Oct 10, 2004 7:04 pm
#9

I'm going to unsticky this now, as it was submitted to the devs some time ago and now they're asking for our top 5 lists again, and I assume they have this issue list written down somewhere now.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

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