Medic Archive

Thread: The dabbler issue.

LaughingWolf
Thu Sep 30, 2004 10:08 am
#1

I am surfing the medic board because I was intrigued about what real medics think of the "everyone and their dog taking Novice Medic to be able to heal themselves" phenomenon.


I am guilty of that myself, I love being able to use Stim B, always keep my inventory with a good stockpile of them. I wished from time to time I could get ride of that Novice Medic box, keeping it only to use stimms feel a tad weird.


Of course I could do that, surrender that skill,but why should I, if I can afford the points? Is that phenomenon hurting the medic profession?


Sooo what should be done? Augmenting the stim B medical use requirement is basically denying "dabblers" like me, meaninga huge proportion of theplayer base, the ability to heal ourselves. Ok, so I would grumble a bit, but get used to it. Sure, itwould change my playstyle, but on the otherend it wouldencourage teamplay. And giveback to the realmedicwhat belong to him/her.



What I find very weird too is that I canheal my ownstat's wounds. I guess I can understandat the limit being able to administer myself a stim,guess they come with "how to use it" guide. ButI findweird thatas a dabbler I can heal my own wounds.


I think it would be fair to remove that ability from thoses who only take Novice Medic to heal themselves.


But how to do that without making very hard for the genuine Novice Medic who really want to get Master one day to level?In that sence, removing from the Novice Medic the ability to heal wounds and use stims would not work. Any change reducing the efficiency of the Novice Medic to eliminate dabblers will end up hurting the young Medic too.


I wonder...what if medical use requirement was removed completly on stim A and B? (stims ONLY, not the wound packs)Yes, I know, that mean peoples could heal themselves without paying the 15 skill points. But because they could do that, most won't take Novice Medic, meaning that only real medics , thoses who want that profession, will be able to heal wounds, etc. In a twisted kind of way maybe it would help the medic profession, by riding it of "dabblers". But while most other proffessions would cheer in joy at that "solution", it is not completly fair for the Medics, who still get robbed of one of theirpurpose.


Ok, so a third idea.... maybe create a new skill, buyable by any profession but mandatory to none, a skill cheaper than a Novice profession. That skill give the ability to use something else, (not an already existingstim), that allow the character to recover HAM health and action BUT at the cost of additional wounds.(some reasonable ratio would have to be found). A medic would be needed to heal wounds,and/or provide non wound causing healing.


Just some musing, feel free to nitpick. I'm not a medic, just a dabbler, so ifI made wrong assumptions on how things work, feel free to correct me.



LaffyWolf'ya - Master Smuggler / Master Pistoleer / Rebel Colonel

Fresh out of witty signatures, sorry.
Kyodor
Thu Sep 30, 2004 11:28 am
#2

Make Stim A Med Use 0.
Make Stim B Med Use 15.



Logic
Grammar
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Got Coherence?

Obata
Thu Sep 30, 2004 11:34 am
#3






LaughingWolf wrote:


I wonder...what if medical use requirement was removed completly on stim A and B? (stims ONLY, not the wound packs)Yes, I know, that mean peoples could heal themselves without paying the 15 skill points. But because they could do that, most won't take Novice Medic, meaning that only real medics , thoses who want that profession, will be able to heal wounds, etc. In a twisted kind of way maybe it would help the medic profession, by riding it of "dabblers". But while most other proffessions would cheer in joy at that "solution", it is not completly fair for the Medics, who still get robbed of one of theirpurpose.




This would hurt the medic profession greatly. In effect, it would turn every character in the game into a medic dabbler without costing any skillpoints. Wound healing is rarely needed, and is certainly no reason to spend skill points in medic. It's my hope that Stim B's get an increase in med use level as part of the combat revamp.


I don't see a problem with people dabbling in medic. I do see a problem in gaining the ability to use Stim B's that heal for 400+ with only the novice box.





Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Obata
Thu Sep 30, 2004 4:50 pm
#4






Kyodor wrote:

Make Stim A Med Use 0.
Make Stim B Med Use 15.






If you want to allow everyone to use stim A's, you would have to also grant the /healdamage command to everyone. I am very much against this. If you want to heal, invest the skill points in medic.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Kryxal
Thu Sep 30, 2004 9:33 pm
#5

15 or 17 skill points for a stim B isn't a big difference ... it's the 15 points for ANY stim that's the big one. If you could save 15 (or 17) points by using stim As instead of Bs, would you? If enough people say yes, good enough ... and NOBODY is going to call stim As overpowered!



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
LaughingWolf
Thu Sep 30, 2004 10:00 pm
#6

Mmm would I pay 15 points for stimm A... now, most likely not.


I do not mind that much paying the 15 skill points, just seem to be it would be best to encourage grouping with a medic.



LaffyWolf'ya - Master Smuggler / Master Pistoleer / Rebel Colonel

Fresh out of witty signatures, sorry.
vortexala
Thu Sep 30, 2004 10:10 pm
#7






LaughingWolf wrote:

Mmm would I pay 15 points for stimm A... now, most likely not.


I do not mind that much paying the 15 skill points, just seem to be it would be best to encourage grouping with a medic.






That will happen with the Combat Revamp. Things will change for the better for the true medical healers...



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
LaughingWolf
Fri Oct 01, 2004 12:06 am
#8







This would hurt the medic profession greatly. In effect, it would turn every character in the game into a medic dabbler without costing any skillpoints. Wound healing is rarely needed, and is certainly no reason to spend skill points in medic. It's my hope that Stim B's get an increase in med use level as part of the combat revamp.


I don't see a problem with people dabbling in medic. I do see a problem in gaining the ability to use Stim B's that heal for 400+ with only the novice box.








Yeah, so either stim B is overpowered, or should need more skills to use. Good point.



LaffyWolf'ya - Master Smuggler / Master Pistoleer / Rebel Colonel

Fresh out of witty signatures, sorry.
RunningRoutes
Sat Oct 02, 2004 12:08 am
#9

I'll admit to being a dabbler, but I generally only use my medic skills when I'm not near a city or at a city with no medics available. I try and let those people do their choosen job. And yes, I try to tip them as well. And if I don't tip, I generally offer them some decent organic components in trade for their services. And I almost never heal my own wounds, too lazy to make woundpacks...

The best way to fix the dabbler problem is to make minor heals (stim-As) available to everyone. It won't be that hard to rewrite the stim-A code to not check for the /healdamage command... instead just have to use it or hotkey use it. Besides? who honestly types /healdamage unless you are macroing? And who generally would macro this stuff? Medics, so it doesn't matter.

Boost Stim-Bs to where you need a higher med use than what Novice Medic gives you; but, keep action and health woundpacks available at novice medic.

This gives people to heal themselves on the fly without giving them anything really powerful. I mean who uses stim-As out in the field except for newbies?



------------------------------------------------------------------------------------
Star Wars Insider magazine #23:
"'Gospel', or canon as we refer to it, includes only the screenplays, the films, the radio dramas and the film novelizations."

"When it comes to absolute canon, the real story of Star Wars, you must turn to the films themselves - and only the films." - Steve Sansweet, Fan Relations
vortexala
Sat Oct 02, 2004 12:21 am
#10

The thing about Stim A's, if it hasn't changed since implementation, is you don't need Medic at all to use them now. All you need is a droid with a stim dispenser, and someone with high enough medic skills to load the droid, and you're set.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Obata
Sat Oct 02, 2004 12:54 am
#11

Giving everyone stim A's has come up before. I was against it then and I still am. Healing damage is the number 1 skill of medics, it should not be given to everyone.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Pahdbacca
Sat Oct 02, 2004 1:35 am
#12






Obata wrote:

Giving everyone stim A's has come up before. I was against it then and I still am. Healing damage is the number 1 skill of medics, it should not be given to everyone.








/sign




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
RunningRoutes
Sat Oct 02, 2004 4:14 am
#13



Obata wrote:
Giving everyone stim A's has come up before. I was against it then and I still am. Healing damage is the number 1 skill of medics, it should not be given to everyone.





While I completely agree with your opinion about stim-As, there are a few things to consider:

1) TKAs still have you beat. Meditate and *BOOM* they are completely healed taking away the need for medics; granted TKA is an elite profession, but have you seen the number of TKAs around lately?

2) MMORPG 'standard' gameplay. While I hate this arguement, you are going to run into players who 'demand' their fantasy style potions. I've seen the 'standard' MMORPG gameplay used to try and justify things far more overpowering than stim-As... but I won't get into that here. And if they are gonna use it to justify things more overpowering than stim-As, you know they will use it for stim-As. Doesn't make it right, just something you got to deal with... and we know how often the Devs give in to the playerbase even when its not 'right'.

3) Sci-fi 'standard'. Okay, I'll admit right up front that Star Wars isn't one of the sci-fi movies that uses them; but, how many other sci-fi themes/series have some sort of quick heal device that anyone can use? Again, doesn't make it right; but, someone is gonna use this arguement.

4) Stim-As will be a Novice Medic 'skill', you won't get rid of the dabblers. And most dabblers have 18 points to spend to dabble. At worst, Devs will move stim-Bs up to +10 med use... you'll still have people dabbling to get their stim-Bs (Pharm I). By giving everyone stim-As, you might be able to convince the Devs to push Stim-Bs up to +15 and up.

I completely agree with you and your opinions on this topic; but, this is some issues that are going to be brought up against you. And my fourth point is that sometimes you have to give a little to get a little. Not saying I'm right, just saying you'll see this.



------------------------------------------------------------------------------------
Star Wars Insider magazine #23:
"'Gospel', or canon as we refer to it, includes only the screenplays, the films, the radio dramas and the film novelizations."

"When it comes to absolute canon, the real story of Star Wars, you must turn to the films themselves - and only the films." - Steve Sansweet, Fan Relations
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