Medic Archive
Thread: Tipping in Organic Resources: A Question from a Scout
A quick question for the medical community:
My primary profession is Scout, I have heard that many medics would prefer being tipped in organic resources (which I have in abundance), instead of credits (which I do not have in abundance). What is an appropriate amount of resources to use instead of a tip? Is there a going exchange rate of resources/points healed?
Just want to make sure I'm not short-changing my medics.
Thanks,
Dara K'Estell <Chilastra>
Do I mind being tipped in resources instead of credits?
Not at all. It's a pain going out and sampling my own resources (Organic and Inorganic). If I can sit all day in the medical center, just crafting and using my medicine, then I'm a happy guy.
How much is appropriate?
I don't think you can put a credits per point or resources per point value on it. I always say, "whatever you can comfortably afford." I don't want anyone to go broke because they needed healing. Just give whatever you can easily part with.
A stimpack A takes 8 organic and 8 inorganic for a newbie to make. Ditto for wound packs. Each time you make one, it has roughly 10 shots. StimB's take 36 organics to make I think and have roughly 18 shots. I don't know about woundpack B's.
So, it depends on what level items they are using on you, how many times they have to heal you, etc. But that should give you a rough estimate.
Also note that meat works better for medical crafting than bone or hide. Reptile meat is the best I've found so far.
Tipping like this will always depend on the medic. Personally I don't want ay meat. Wild Oats on Talus, or Daontooine Berries (especially) work far better than any of the meats I have seen so far.
Med preferences will be for any resource that has primarily a high Overall Quality rating, followed by a high Potential Energy rating, and then followed to a much lesser extend by a high Flavor rating.
Of course any old resource will do in a pinch, but it can make the difference between healing you with an A medpack, for example,for say 15 points of Healthas compared tocloser to 30 points of health with good resources and experimentation. So just better resources can get someone out of a med center or camp twice as fast.
At any rate, there has been some suggestion that in order for a medic to break even they should be chargeing around 2 credits per wound point healed. I would suggest that for a resource, 1 per wound point healed would work as well.
I recommend 2 credits per wound point healed...
I also pay 5 credits per resource sold...
So, if you have 100 wound points and give me 40 hides, I would say that was a fair barter.
However, I will still buy your hides and still suggest a tip amount if you do not want to barter...
Honestly, I'd prefer credits over resources. Firstly, scout resources make pretty poor resources for packs. The wheat/oats make more effective packs.
Secondly, credits will help me train my skills and become a better healer. Normally I would have to run FedEx missions to get money which means I'm not in the med center and not healing you.
Third, I tend to have more organic than inorganic since scouts tip me in resources. Having 500 organic and zero inorganic is pretty useless.
Money will let me buy resources in a pinch which will let me stay closer to the med center to heal.
But, it all depends on the medic. I find I need credits much more than resources, but Im survey 4 soI can get resources for about 20 packs in about an hr so.