Medic Archive
Thread: Idea: how to improve functionality of /medicalforage (comments encouraged)
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somerandomuser
Sun Aug 22, 2004 4:33 am
#1
ok i was thinking (ya it happens.. rarely.. usually with disasterous results 8) and this is what i came up with..
/medicalforage
when used performs a skill check
on fail: nothing returned
on pass: amount equal to base surveyed percentage of random available resource on those coordinates multiplied by medicalforage skill/100 (eg: medicalforage of 75 = 75%) is recovered
so.. case analysis..
player is standing in location with the following percentage concentrations of available resources.
player is assumed to have medicalforage skill of 50 for case analysis
70% wild wheat
20% berries
40% fungi
0% (others)
on successful skillcheck check randomize between all NONZERO percentages of organic resources
return base percentage units to player foraging
if our example wild wheat was the result of the random player would forage 35 units of wild wheat
if fungi.. 20 units
if berries.. 10 units
ok ya it's nothing spectacular.. but it's nothing game-breaking either.. and will make a relatively useless skill much more valuable.. any master medic can tell pretty readily what concentration of foraged resource is available in the area and drop a harv if need be..
novice medics will pull more resources to start their crafting sooner.. and keep them going longer.. while not overpowering the skill to deter them away form making business relations with artisans
thoughts?? comments?? suggestions??
/medicalforage
when used performs a skill check
on fail: nothing returned
on pass: amount equal to base surveyed percentage of random available resource on those coordinates multiplied by medicalforage skill/100 (eg: medicalforage of 75 = 75%) is recovered
so.. case analysis..
player is standing in location with the following percentage concentrations of available resources.
player is assumed to have medicalforage skill of 50 for case analysis
70% wild wheat
20% berries
40% fungi
0% (others)
on successful skillcheck check randomize between all NONZERO percentages of organic resources
return base percentage units to player foraging
if our example wild wheat was the result of the random player would forage 35 units of wild wheat
if fungi.. 20 units
if berries.. 10 units
ok ya it's nothing spectacular.. but it's nothing game-breaking either.. and will make a relatively useless skill much more valuable.. any master medic can tell pretty readily what concentration of foraged resource is available in the area and drop a harv if need be..
novice medics will pull more resources to start their crafting sooner.. and keep them going longer.. while not overpowering the skill to deter them away form making business relations with artisans
thoughts?? comments?? suggestions??
MasterNerfSlayer
Sun Aug 22, 2004 6:58 pm
#3
There have been many, many proposals to fix medical forage, some where extremely detailed, others very simple. I don't discourage anyone from posting ideas, but the simple fact is don't get your hopes up in terms of the devsactually fixing it any time soon
/medicalForagehas been broken from day one, and every medic correspondent has tried to get it fixed and failed. The devs want to fix it, but the current state of resource harvesting dictates that thishas a very, verylow priority on the list of things to fix.
somerandomuser
Mon Aug 23, 2004 4:10 am
#4
Still.. if we could come up with a consensus of our vision for a 'fix'.. get a final draft.. and get it voted on.. then we have the re'design document ready to hand to the devs when they say 'oh ya.. we can do that now'..
MasterNerfSlayer
Tue Aug 24, 2004 5:54 am
#5
somerandomuser wrote:
Still.. if we could come up with a consensus of our vision for a 'fix'.. get a final draft.. and get it voted on.. then we have the re'design document ready to hand to the devs when they say 'oh ya.. we can do that now'..
The point is the devs have a number of design docs they are happy with right now, and have had for over a year. They just don't have the time to implement them right now no matter how much I whine.
Travin64068
Tue Aug 24, 2004 2:00 pm
#6
I had a thread a while back, about a way to make /medicalforage useful again.
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=10965
It involves allowing a resource name to be appended to the /medicalforage command and then the entry will return an amount equal to 1/10th of the % of concentration (i.e. 50% spot will return 5 units)
- Travin
BaronZemm
Tue Aug 31, 2004 9:01 pm
#7
Ill post my 2 cents, dont take it too seriously.
I think it boils down to the essential way that the crafting process is designed. requiring specific amounts of specific like resources.
If medical forage found a plant that could be substituted for a component that would be sweeeeet.
Much like how scouts find crappy food. Medics could find crappy BEC's and things.
I think it boils down to the essential way that the crafting process is designed. requiring specific amounts of specific like resources.
If medical forage found a plant that could be substituted for a component that would be sweeeeet.
Much like how scouts find crappy food. Medics could find crappy BEC's and things.
CopyCopie
Wed Sep 01, 2004 9:41 am
#8
I think that medical forage is meant for the noob's that selected medic as their starting profession. as a noob, you dont have much money and any resources so you have to forage for them in order to make stims, etc. The real issue is that the noob's dont realize this is what they are supposed to do, and it's not really all that fun trying to forage for stuff when you are broke. So most noob's will either pick up another profession so that they can pay for the material that they need for the medic profession, or they will ask other players for small amounts of resources in the med centers.
Personally, I am always giving away resources to noob's. I don't have any issues with doing this but when I give away resources I also reccomend that they gojoin a hunting party. They don't necessarily have to have any combat skills to do this,they just need to have a few stims so that they can heal people and then they will get credits when the mission is completed. Thiswill help them to pay forthe materials that they will need in thefuture.
Do anyolder playersever use forage?
knil
Travin64068
Sat Sep 04, 2004 9:34 pm
#9
When the game was designed stims just used just a couple organics then it was chaged to 8 organic and 8 inorganic and /medicalforage was never updated to compensate. The /medicalforage skill only returns 1 unit of a random organic. It takes over an hour to get 8 units of the same organic to make a Stim-A and then you still need to buy the inorganics. Check the post below to see how Doctors feel about this skill. A scout can forage a unit of food that can be eaten, our skill is totally useless.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22538&page=1
- Travin
Message Edited by Travin64068 on 09-04-2004 11:35 PM
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