Medic Archive

Thread: Pros/Cons of raising Stim-B's med use requirement above 5

Bad_Bad_Leroy
Wed Jan 14, 2004 7:49 am
#1

Hey folks... what would you think of raising Stim-B's med use requirements? I've seen stim B's with 36 charges and 400+ healing power, and I think that's a bit powerful for a novice medic. It seems like a biggap that at novice you can use A's and B's, but you have to wait until Master Medic to use Stim-C's. Perhaps Stim-B's could be reserved for people with Pharm II?


The current systemhelps Novices keep up with others in healing, but it also makes medics/doctors less needed in combat, since fighters with novice medic can heal themselves for 400+ out on the field.


What do you think? This is just a thought, I'm not decided either way...




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
Zarlor
Wed Jan 14, 2004 8:23 am
#2

That's part of the Med Use Granularity issue in the issues list. The reasoning here is that the med use ratings on all of these things should be stepped out better, to provide a more gradual layering that is more consistent with being able to use a med at the same level you can make the med, or at least no higher than one or two points above where you can make the med. In that way there is some advantage to improving med use, since if you are just shy of the med use needed (like it works for Medics when we first get Stim Cs) the med would have to be experimented down on ease of use, therefore making it less potent, but still usable.

Overally I think this issue has gotten a good deal of general support, but not enough to warrant it being important enough to move up above some of the other issues we've had.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Obata
Wed Jan 14, 2004 9:31 am
#3

I'm for changing the med use of stim B so that it falls into Parm II unless experimented to Pharm I. The only problem I see with this change is the same one that recently happened with doctors' enhance packs. Because of the way the code is written, any crates of med use 5 Stim B's that are made before the change will be 'bugged' such that upon removal from the crate the stims will have the higher med use. This won't affect medics who just craft stims for themselves, but those who buy crates or manufacture crates will have to deal with that. Granted, this is a short term problem.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Scorus
Wed Jan 14, 2004 10:54 am
#4

Pros: Makes more sense to have it graduated between As and Cs; Stim-Bs are grossly overpowered for the 15 skill points it takes to use (compare to how good a Novice Artisan is at surveying or a Novice Artisan at experimentation).

Cons: It eliminates the best source of income for a Medic/Doctor. People will not take Novice Medic and pay us loads of money for crates of Stim-As.



Scorus
Bad_Bad_Leroy
Wed Jan 14, 2004 10:56 am
#5

I agree Obata...


I haven't been a doctor long enough to be familiar with all the issues, but this thought came to me as I went through all of medic using Stimpack-B's, with no need of variation (except for the emergency A, when I ran out of B's, or couldn't afford B's).




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
MSP0
Wed Jan 14, 2004 11:17 am
#6

Cons: Makes solo gameplay harder. Remember that this game caters to both solo and group players.


15 points is a lot of points. It is the equivalent of a full tree, plus one skill point. Only Stim-B's crafted with advanced components are really useful. Meaning that ifyou don't have at least three levels in Organic Chemistry, you have to buy stims made by someone else.


Do you see? A guy using Stim-B's with just novice medic is not able to do it effectively without a master medic or doctor somewhere supplying him the goods. Therefore it's not just 15 points,it's 15 points on one character and 30-100+ on another one.






Makkil of Wanderhome - Assistant to the Mayor of New Defiance, Naboo
(Master Rifleman/Master Bio-Engineer)

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-4267, 3107, On New Defiance, Naboo (1.2km SSE of Theed)
IlyaMasool
Wed Jan 14, 2004 12:43 pm
#7



Scorus wrote:
Cons: It eliminates the best source of income for a Medic/Doctor. People will not take Novice Medic and pay us loads of money for crates of Stim-As.




I don't see that.

Stimp-A are useless since it doesn't use sub-comp and max out at around 100.

Stimp-B are around 400.

So end result will be people who have novice med will just have to get pharm II.

Healing is the most fundamental part of combat. PvE or PvP. They will HAVE to use stimp or take along healers They can't do without healing.

Although it is hard to tell the financial impact on doctors, I don't think it will be significant.
La-grange
Sat Jan 17, 2004 8:54 pm
#8

Well your also speaking of a huge gap bettween stim a's and stim b's. Stim a's typically stop at around 85 points. Now if your a combatant, that is much less than one hit. Stim b's on the other hand stop at around 420 nominal with advanced parts and 250 nominal with normal parts. Even with 250 that might not be enough to recover. 420 will allow the person to recover without sacrificing that one unhealable stat known as the mind pool.

Also you have to figure that in order to make these wonderful stims you must have advanced parts and enough experimentation points to raise the power. At master medic mine only went to 350 max power. Im close to master doc now and my normal ones go to 250. And you have to figure that in order to get the most use out of it you have to learn a bit of first aid otherwise that 420 can get knocked down to 200 real quick. As it is with my friend who is a master heavy swordsman/tkm/brawler. The best performance he got out of those 420 meds was 320 points and that didn't happen to often.

Now if you are all for raising the med use on stim b's then go for it. But if you take something then give something in return and raise the power of stim a's to a more practical level. 80 points and 12 charges is crap. Why anyone aside from people new to the game that can't afford to by good meds would by such a crappy product is beyond me.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
La-grange
Sat Jan 17, 2004 9:00 pm
#9

And its easy enough to drop the med use of stim c's to 30 without sacraficing too much to med use. Use advanced parts, high quality materials, place experiment points in the right spots and you can easily get stim c's that heal for 350 points with 30 med use at pharm 4.

If you think that is extreme then take a long look at your crafting and figure out where there is room for improvement. I worked pretty hard to get stim b's up to 350 with just pharm 4. It is hard not impossible.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
Pixxus
Sun Jan 18, 2004 11:31 am
#10

Acually you can easily make600 power stim c's with 30 Med Use (pharm 3) when you are a master doc. If people want to go pharm 4, they canuse stim d's with 800 power @ 40 Med Use.
La-grange
Sun Jan 18, 2004 2:14 pm
#11

LOL. You dont get the schematic to the stim d until you master medic.


And your right about the power of stim c's and d's. But the stim c seems to be the **edit** child of the stim world. Not many use them cause if you can use those then chances are you can use the much more powerful stim d at around the same level.




"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
Pahdbacca
Tue Jan 20, 2004 6:01 am
#12

I don't know if this furball will ever get sorted out. Traigus had to remend me how this whole problem came about.


<puts on his old man costume> "back in beta, when we had to walk uphill bothw ways without mounts or speeders to find a lance put together with spit and chicken wire...."


Back in beta, there was a set of circumstances that effectively gated medics.


Problem #1 - there was no current way to sell back skills


Problem #2 - the way medical schematics worked back in beta, once you learned a stimback schematic in a higher organic chemistry skill, you were not allowed to make stims of a lower org chem box. For example, once you learned how to make stim Bs, you were no longer allowed to make stim As.


Problem #3 - Before this became common knowledge, many medics took organic chem I before they took any pharmacology skills. So now they could make stim Bs but couldn't use them (they had a med use of 10 or 15 or something like that). They couldn't make stim As anymore because they took organic I. Therefore they were no longer able to make meds for themselves that they could use. Understandably, they were a little upset. They needed medical experience to get Pharm I to use the Stim Bs, but they could not make any Stim As which they needed to get medical experience.


Problem #4 - Instead of making fixing the problem by allowing organic chemists to make lower level stims, they fixed the problem by dropping the stim B use to 5 so people who had not trained pharmacology could use it.


Problem #5 - In the rush for SWG to go live, most of the attention was focused of a couple of professions that had just made it into the game (like smuggler and commando) and correcting the imbalance of the medical stims got lost in the shuffle.


It's just one of those things now. Who knows if this is the way things will stay or if the whole small stimpack thing will ever get an overhaul?




-----------------------------------------
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
Traigus
Tue Jan 20, 2004 4:37 pm
#13

You forgot to fall asleep at the end of the story.. all old guys do I hear.

This issue always goes both ways... Docs want something to sell, but everyone having novice medic, and uber stim Bs lessens the value of medical types in a group (and lesspeopel specialize in medic/doc/CM to heal, because you can be a decent healer with really good stim Bs(for just 15 SP).

Wven more of a slide into not needing medical types side of the coin is the people that want Stim A for everyone.

With Stim A for everyone, and monster Stim B for novice medic, Medic will become completely worthless for those nto becomeing Docs or CMs.

I'm mean, I'd Keep Stiim A in medic, and bump Stim B Back to where it was in med use.

Make people play medics to be medics.

Novice Medic is overpowered.

-T



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