Medic Archive
Thread: OBSERVATION & SOLUTION: Medics and Cloning
Observation: A low and flatcloning feeis bad for medics and bad for the SWG economy. How? If I'm a higher level player (ie. which means I play a lot and probably have quite a large amount of money) should I only have to paya 1,000 credits per clone?
A 1,000 creditsispocket change for higher skilled players-- this low cloning rate is bad for medics as well asbad for the economy.
Why tip a medic when you can pay a 1,000 credits and never need their service?
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My Suggestion: The clone creditamount should be charged based on your character's number of used skill points.
The clone rate would be something like thefollowing:
0 - 60 skill points used --1,000 credits to clone.
61- 140 skill points used -- 5,000 credits to clone.
141 - 250 skill points used -- 10,000 credits to clone.
As a result of this increased rate, players would probably be much more willing to tip a medic.
I know that probably a lot of the "cheap" players would complain about this suggestion.
With cost of insurance what it is, I'm not sure I can agree with this. 1000cr seems alot cheaper and less daunting than it used to, but it's a great opportunity to avoid the medical center.
It kinda seems to me that by increasing the price on cloning, you will drive players away from actually doing the cloning... just to get them in the medical center for experience. Is this greedy? Granted, I get most of my experience from the medical center... but it's possible to get it other ways that healing wounds.
Besides, a player might have died far away from their bind point and will need wound treatment at the cloesst city. Cloning isn't going to empty a med center.
-BD
Have a fewpeople I know in Tyrena, Corellia on Chilastrawho didn't bother to pay the 1,000 yet, so we get cacked, appear in the cloning center. I drop my 100 credit MSE droid with medical and heal them up. Not sure if camping the cloning center is time effective compared to hanging in the med center, but it looks like an option. My friends referred to me as Mr. Moneybags, but I figure that 1,000 credits more than paid for itself during all of those solo rebel missions I get killed 5 and 6 times on before I gave up and found me a Wookiee meat wall. Nothing like the security of a Wookiee who will stand in front of you in combat and trusts you to heal him fast enough to take stuff down. Plus, unlike my friends, I put a value on all of the medpacks I blow through to heal myself, since healing myself is 0 xp.
your clone is still going to have wounds right?
medics will still have to heal those wounds
/tip em boy!!!
Cloning is cheap (a 1,000 credits?) and it lasts forever for that particular planet.
Also, my clone never has wounds once I reappear after death -- that's why I'm saying that cloning hurts the medic profession since its cheaperin the long run to just clone once per planet.
That's why I suggest:
0 - 60 skill points used --1,000 credits to clone.
61- 140 skill points used -- 5,000 credits to clone.
141 - 250 skill points used -- 10,000 credits to clone.
As a result of this increased rate, players would probably be much more willing to tip a medic for their services and there would be more need for medics.
Cloning does not hurt the medic profession IMO. Mostly people who don't pay to clone are people who are too cheap to cough up 1000 credits, the same people who expect to be healed for free and that you should thank them for the privledge. Those who forget, need to come to the closest city, etc. are always happy to tip me anyway. Raising cloning costs is a bad idea because we will just get more people who are too "cheap" to pay the clone cost, why would they want to pay a medic instead? People still take wounds in combat, that is where I would prefer most of my wound healing come from because those people are generally nicer about tipping.
As for the economy, insurance costs are still nice and high, so those with too much money on their hands can insure every time.
ahem.. frankly i think he has a point and it's NOT about how much xp we'll get or tips it's simply that 1000cr=lossless death OVER and OVER and OVER.
most games i know charge you a high penalty if you die.. you lose 10-25% of exp when you die.. or drop a skill level..
now those are a little harsh for this game maybe.. given that we have so many diff types of xp.. and frankly.. WHAT LEVELS?!
still an advanced character by right SHOULD lose much more when he dies.. or.. pay a lot more to ensure lossless death
frankly.. if wounds were scaled to skill points spent as well? i'd rather pay the 10000 and clone as many times as i like rather than lose 3/4 HAM bars for everytime i die
A higher credit amount fee perclone would introduce a greater feeling of "risk" in the game for players that decide to forgo paying a higherclone rate fee.
As a result of the player'sdecision to not pay a higher rate for cloning, they are essentially deciding to rely on a good medic for theirservices.
CLONING THOUGHTS IN GENERAL:
Basically, the concept of cloning is at odds with the medic profession as well as MMORPG'ing.
Why? Cheap cloningreduces the sense of dangerand risk in SWG.
Cloning is far easy to do.
Cloning has a tendancy to turn SWG into a FPS-style game (you hit space bar and start playing again) -- especially when its soamazingly cheap to do.
Cloning should be a expensive so that higher-level players begin to rely on medics as opposed to paying a paltry 1,000 credits for an FPS gaming experience.
This is a MMORPG. There should be reasonable consequences for poorly madedecisions.
Cheap cloning is bad for the medics, it removes the feel of danger, and turns SWG into a borderline FPS (hit the space bar and play again -- with no cost for doing something stupid).
I know that cheap players will complain about this suggestion -- however, a 1,000 credits is almost "nothing" for players greater thanthe advanced level.
To me, whenever youobtain a higher skill level, cloning should be something that you dofor special occasions (since it would be a lot more expensive to clone).
Cheap cloningdestroys the sense ofrisk anddangerwhile greatly removing the need for medics on the battlefield (or anywhere else for that matter).
nolan007 wrote:
Cheap cloningdestroys the sense ofrisk anddangerwhile greatly removing the need for medics on the battlefield (or anywhere else for that matter).
I just don't agree with this at all, every group I have been in has been more than happy to have a medic, why? because we reduce downtime. Someone gets incapped, as long as they still have mind I can pop 'em up right away (well if I can get close enough to their incapped self which is shown on my screen in one place, but is really somewhere else). I can heal up folks who are using specials that eat up their action and health so they can do more specials. I can keep folks alive longer, hopefully long enough for someone else to taunt or the mob to die. If I have my droid or a camp can be built I can heal wounds up and with an entertainer, everything but BF can be gone without a trip back to town.
With the way cloning is now, we are not required for all group which I think is fine, but people still want to reduce downtime. I wouldn't have a problem with clones costing more as you advance, just because I think we do need more money sinks in this game, but I don't think it will really help/hurt medics too much. Just my opinion though.
I agree with the thread starter not because it will help medics, but because it supports a logical game balance.
In fact, I'm not even sure I understand how that would help medics, if not just make it worse for them. Every time someone dies it takes a % of their HAM. If they die again before healing those wounds, they lose even more. I've seen people withbottomed out HAM. (I love those people!). So, those high level guys out there dishing it out, but taking a beating too. Let's say you make it more costly for them to be out there getting hurt. They are still going to be out there, they are still going to get hurt, they are still going to die sometimes, and just like before, they will lose a small % of their HAM when reviving the clone. That wouldn't help medics in any way. If you want to help medics, make it take a larger % off the HAM for cloning higher skill level characters. Now THAT would get them into the hospital.
I'm in favor of both ideas though. One, it should cost more, just for the sake of game balance. 1000 creds is absolutely nothing to me. I'll tip an entertainer a 1000 creds just because I feel like it. All I'm saying is that higher skill level characters should pay steeper penalties for dying. More HAM wounds, higher cloning cost. Why, because it is so much easier for us to go out there and make a ton of money. Not to mention that everyone is buying medical droids so they dont have to bother with medics. But no one is going to wait for an MSE droid or whatever to heal 1000 wounds.