Medic Archive

Thread: Should CMs have their own line of components seperate from medic/docs?

Elenora
Tue Jul 22, 2003 1:05 pm
#1

I have posted in previous messages that one of the major problems for the playability of the CM is thatcomponents are linked to the medic/doctor line of experimentation. Thus in order to make the best components for your CM packs requires you to master the doc crafting line. In order to resolve this situation, I propose that the CM specific components (infection amplifier, dispersal mechanism and resilence compound) be entirely removed from the medic tree and added to the CM tree. These schematics for these components should be recieved when one becomes a Novice CM. Thus this would link these components to the CM experimentation tree.


Now the tricky components are those we share with the doctors (BEC, LS, CRDM). These are used by both professions in creating stims. Thus it becomes tricky to figure out a way to link these components to CM experimentation while keeping them within the doctor tree. My solution would be to create a whole new set of stim components that are used for ranged stims. These schematicswould also be recieved at Novice CM.


There is one problem with this plan...adding a set of schematics would basically render all 5 experimentation points recieved by CM for mastering medic useless. In a sense, adding a new line of components for CMs would in effect distance the class from the skills earned in the medic tree. To a certain degree, this is already the case since ranged stims are not effected by any of the bonuses granted by the medic profession and we begin with novice speed and novice heal bonuses when becoming a novice CM using ranged stims. Thus I really don't see a huge issue in further distancing the class from our starting profession.


The one immediate effect that this would have is that novice CMs would have only 2 experimentation points to experiment on components with rather than the 5 that we get current. This is obviously a step down and would yield weaker packs. However, since CM crafting line grants 2 points per box unlike the 1 box that med and doc crafting grant, CMs could quickly overcome their lack of experimentation points. Thus at lower level, CM medicines would be worse off now due to lower experimentation points, but as you rise in crafting, you would eventually gain the full 10 experimentation points on the components thus making components much more effective. Currently the only way to get 10 experimentation points for your CM components is to master doc crafting.


There are definate pros and cons to this idea...


What do you guys think?




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Traigus
Tue Jul 22, 2003 1:21 pm
#2

There could be a middle ground on this.

What if medics also got Combat medic craft/experiment points?

Then, we switch all the CM only components in medic to that new point system.

Last step, Make CM equiv. (different name) items for combat medic items to replace bio controlers etc.

So we get.

Medics can make componentd for Doc and CM.

Doc and CM both get experimental points before novice doc/cm
CM medicines all get the same level of experimentation doc meds can.

Only need:
add CM craft and experimentation points to organic Chem
New schematics for medic for nre CM items (can reuse artwork).
Revision of CM schematics to use the new parts.

As it stands now, it is very unfair to CM's.



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Zarlor
Tue Jul 22, 2003 1:23 pm
#3

Truthfully, Elenora, i would like to see Medicine Craftin jsut flat be all one skill. So if you wanted to have the most experimentation points and be a awesome medicine maker, you'd have to master both doc and CM to maximize your experimentation points that could be used to make any of the meds. It seems a bit odd to me that they did not do that in the first place.


Barring that, though, I still don't know. There is something to be said for having a Doc make the best components that a CM would then just be able to buy off of a supplier if they really wanted the best of the best without going up the Doc tree themselves. So many variables, but not a bad idea. The concept is certainly interesting.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Elenora
Tue Jul 22, 2003 1:38 pm
#4

why do CMs have to depend of docs? why not make docs depend on CMs for components...either ways it not fair...


i mean what would the artisans say if a weaponsmith have to buy all his components from a armorsmith?


the granting of CM experimentation and assembly could be a good solution...but there still remains the problem of ranged stim components being linked to med/doc crafting...


you still would only get 5 exp points for components as a CM without doctor




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Zarlor
Tue Jul 22, 2003 1:58 pm
#5

Well, the only "unfairness" is that Docs DON'T rely on stuff from the CM tree. But needing stuff from other professions is actually very common inthe game as built-in interdependencise. For example there are several architect schematics that require items that can only be made by a Master Artisan, or a Droid Engineer. Tailors or Armorsmiths need Biologicals from Bio-Engineers to make the clothing and armor have special attributes. any classes need the Hide and Bone that only Scouts can harvest. That's just an interdependency and those are built in all over this game. So I don't consider that kind of thing to be "unfair". What's "unfair" is that there is no reciprocation to the CM from the Doc, like there is from the Doc to the CM. Maybe hey just need to add a few more schematics for things that CMs can build that Docs would want.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Traigus
Tue Jul 22, 2003 4:29 pm
#6

Making everything on 1 skill could do nasty things to med experimentation... (when it isn't doing nasty things to itself).

The ability to max out every variable would be a nice reward for someone that did master both doc and CM though.


I see issues with + med crafting... but probably not with + med experimentation scaling.

Docs already have lots of advantages over CM's at the moment... this is just 1 more.

Right now CM's can do 1 thing that docs can't ranged heal.
Area heal is borked, and poison and disease are borked.

Even when fixed though they don't even out with huge wound heals, huge stims, huge buffs, and res's.

CM is pretty gimped atm, they can't even make their own bio controlers as well as docs, so the ranged stims are wimpier than the regular stims... always.



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Biliskner
Wed Jul 23, 2003 6:02 am
#7

actually one of the things i suggested in beta was to make an entirely separate medical crafting line.. call it the pharmacist if you will


this helps in 2 areas:


1) a medic does not HAVE to master org chem if he wants to be a doc or CM.. but he CAN if he wants to be master medic..


2) there is a class available to manufacture both doc and CM meds and this i feel will help those who actually want to craft meds but have to now scale both doc and CM to do so.. this will help balance the price of meds eventually and also will help in tipping if people realise that you have to buy meds. (before you start flaming.. please think about it and know that you CAN be a doc/cm/medcrafter all at once if you wanted to)






Dr. Chrileu Ogis
EX Master Doc/Master CM/Apprentice Gunfighter
EX Moenia, Naboo
EX Ahazi
EX SWG Player
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