Medic Archive
Thread: How much is a reasonable tip? What do medicines cost?
I was asked this last night, and did some quick mental figuring, but I wanted to double check my math here.
Currently I run 2 wind harvestors to supply power for my flora farm, mineral extractor, chemical extractor, and moisture vaporator. I'm going to have to put up a gas extractor too now that I can make some medicines that require them (novice doctor at the end of the night last night). That will be atotal upkeep of 5760 credits per day. It also seems that I can expect about 800 units of material a day from each of these on average, for a total of 4000 units of resources to go into my medicines. That's an average cost ofabout 1.5 credits per resource.
So, now we get to the medicines themselves.
A-level stimpacks and medpacks use 16 resources so cost about24 credits. They generally have 11 charges, so each heal using one of these costs me about2 credits.
B-level stimpacks use 64 resources so cost about96 credits. They generally have 19 charges, so each heal using one of these costs me about5 credits.
B-level woundpacks use 72 resources so cost about108 credits. They generally also have 19 charges, so each heal using one of these costs me about 6 credits.
The same process can be used to figure out high costs when someone asks what's a reasonable tip. But do you agree with my math?
All that said, I'm not counting my tip income as i don't charge peoples for my medical skills. And i'd prefer to keep the amount of money i burn unknown
I say forget about trying to figure up the cost of materials and time. I'm a doctor and I gave up on calculating numbers. What I do is simple. Charge X amount for each wound healed and divide that by the amount of time that it takes you to complete the healing process. I'm not going to suggest how much you should be charging for each wound healed, thats up to you, but I feel that this method takes into account both the amount of resources it costs you and your skill with the medicine. I'm a doctor and I charge 1 cred per wound healed, so most of the time I'm charging about 500 since most people dont have severe wounds. It usually only takes me one or two minutes. Just dont be unreasonable because meds are easy to get and make once you have the harvesters, and most players are not willing to pay a lot for treatment (considering that almost everyone in the game has taken the medic career and makes their own stuff so they dont need us).
By the way, I'm saying don't worry about the cost of materials because there is NO WAY you can support your harvesters strictly on the income from healing. Most people have their own healing skills and dont need medics, others have friends that are medics and get healing for free, there are those people that come in to have 2 wounds healed (HA), and on the rare occassion someone actually has bad wounds and needs a medic. I gave up on all of that. I run missions to buy things and support my harvesters and I make and use meds strictly for the xp. I only charge because it isn't right for players to abuse the game dynamic by doing everything for free. I rarely spend a minute of my time in the hospital and I dont suggest anyone else waste their time there either.
Well, that may be basic resource costs, but what about all of the other hidden costs? Time to gather resources (unless you are buying, in which case you' base your expense on actual resource costs), expense in gathering resources if you had to go off-planet, dangers involved in obtaining resources (expecially true if going to an advanced planet for components fo advanced components), factory maintanenance costsand time taken to craft the meds. Then you also have to compare that to the time that you are saving the patient since as you increase in skill, or increase the capability of the med, each of those single charges you use will be more effective. So by your calculations you should probably get payed les and less the better you get in order to recoup you "costs".
Instead you should probably look more closely at patient earning potential as a way to guage what your value as a medic is. When a straight fighter-type comes in the average one would normally be able to make, say 3k/15 mins. (That's actually a pretty conservative estimat, but what the heck). If you base heal times on either the autoheal (10 wounds to all locations every 5 mins) or even on just a base Novice Medic's ability to heal with a Woundpack A, the better you get the faster you can get that patient out of the clinic and back to making money or doing whatever it is they were doing. So if you save a person 15 minutes of time over how long it would take them to heal using the Autoheal, you just saved them 3,000 credits. (That's not including the idea that you've also done what simply cloning would have done for them by healing them up and you, thereby, aresaving them that 1,000 credit expense).
That's an important concept to consider, IMHO. The Devs are discussing the MAD rate of monetary gain in the game. WHere's it coming from and who is seeing that money? The fighters are getting it from missions and the Artisans are getting it in sales. Medics and Entertainers, as of about 2-3 weeks ago according to Holocron's metrics, were getting (somebody correct me here), I thought he stated, 1% of the total cash income for the game. 1% is all that was being /tipped. And you know as well as I that not all /tips are actual tips for services as many of us still use the command as simply an easy way to give money to another player. I wonder what those metrics look like now.
At that low rate of monetary value, Medics and Entertainers are, frankly, dirt poor broke compared to every other class in the game. The lower you set your standards on what medics are worth, the lower you set those standards for ALL healers in the game. We all become worth only as much as the resources we use. You are worth a lot more than that. Please don't sell yourself, or us, short by limiting your equating to how much the resources cost you as a direct number.
Note that I don't charge, nor do I specifically ask for tips. I had a patient ask how many credits I just blew by healing him in the med center, so I wanted to give an accurate answer. This was the reasoning I did last night, but I wanted someone else to eyeball my math and see if I should get back to the person with a better answer.
Note: he tipped a little over twice the cost of medicine used... he just wanted some idea of what a medic's costs were to see if his tipping was effective or not even covering costs.
I, as a dirt poor medic of the server Wanderhome, mainly spend my time on th planet Talus, in Dearic. I have made multiple posts in several different threads regarding this matter.
I am tired of being dirt poor. I am 3000xp from getting my Pharmacology 4, which will give me master medic. I am only that far, yet I am over 30k in debt to my friends, because I could not make enough healing in the hospital.
Due to the fact that I feel as though people don't value medics (if they do they don't realize the time it takes to make medicines, and the cost to train skills.), I don't go to the hospital anymore.
I have found a way to make cash as a medic, but if you are alone, it is dangerous. All it takes is to find a decent spot just outside of the city (2000m) and build a camp in the middle of a bunch of lairs, or, if you are a rebel, in the area near some Impereal Bases. I set up camp, and as I am healing my friends as they destroy Imperials for faction, I shout "Field Stabilizer will heal damage and wounds for cash payment." Often times, someone will come to the camp, and for minor wounds, I charge them 1000cr. Moderate, is 2000cr, and if their HAM bars are all black, that is gonna cost 10,000cr, depending on how bad it is.
It sounds slimey to some of you out there, but unless you are a medic or entertainer, you wouldn't know what I have to go through to make enough money to train for my next skill. I can't even solo paralope missions for Christ sake.
As we all know all such strategies are only as effective as the other medics/doctors in your area allow it to be.
There are alot of medics supported by their guilds who get cheap resources and can serve community as a free resource themselves. Plus, if you refuse to heal unless you get a tip, there is always someone who needs to or just wants to and will do it free.
Like, yesterday, I was excited since I finally hit my next level of doctor crafting and could make wouond pack C. I quickly set out to find a guy with a bunch of black rot. Did he thank me for getting him out of the med center faster than he's ever been out before? nope. (although some others did and I thanked them very much)