Medic Archive
Thread: Personal /medicalforage proposal
First off, this is not an official proposal from the devs, this is one from me. Though it ws inspired from severeral PM's and ingame chats... as well as the new CM correspondent (ha ha blame him too).
I am aware a lot of you really want to have /medforage operate as /sample and /survey... I don't think it is going to happen. As soon as any profession not sharing a tree with another, grabs skills from another tree, everyone will start demanding each other's novice skills. if we get /sample and /survey, then BH's (for example) can make a case to get healing.. and it all snowballs from there.
What I propose is to have /medforage operate in a similar manner that scout's /forage does (which generates buff items).
1.) /medforage will produce free and low powered (no charges, non-stacking) natural items that can be used as low level stims and low level wound packs. This helps out starting medics who can't afford crafting yet, and it also helps to get us away from the "magic" of /tend commands... healing out of mid-air.
2.) med forage will also produce "crafting enhancers"... items that can be used to boost the effectiveness of crafted medicines (much like dropped items do for weaponsmithing etc.). Low level medics can save these or sell them to higher medics, for much needed starting cash.
Advantages:
- Lets low level healers use medicines not "magic".
- Lets low level healers supply themselves useful items without money
- Give high level healers low level meds to use on short notice (all I have is C packs.. sorry)
- Allows low level healers something [crafting enhance components]to sell (although to other healers)
- Makes /medicalforage functional, without stepping on another profession (or just eliminating /medforage entirely)
- Helps starting medics get healing faster.
- Is in line with other low level novice skills (not overpowered)
- Remains useful at Doc and CM
- Adds to pharm skill boxes (see below)
- Fits in with Outdoor type combatants who only have novice medic "ooh goolie worms.. good for action wounds."
Disadvantages:
- Does not solve resource problem (for those opposed to paying 15 points for artisan)
- Involves smearing leeches, spiders and mushrooms on other people (ick)
- Everyone hates me for not supporting a /survey /sample solution.
How it would work:
Get the skill at Novice
Add + medical forage in Pharm boxes. Higher skills raises sucess rate.
** optional Higher skills also slants object found roll more towards craft enhancers (which I assume higher level medics, CM's and Docs would be more interested in).*** or not.
Items found could be used to heal at A levels (1 charge non-stacking items that take time to dig up) or as craft enhancers for medical components (also used in Doc and CM lines).
Items require /healdamage, /healwound or medical crafting (for component enchancers) to use... therefore medic only.
Since they don't stack, these items will not be useful for very high level medical crafting... I am hoping that the devs will add matching (same serial number)dropped items from mobs to fill this role at higher levels.
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I think this goes a long way towards making /medforage useful for everyone.. though not what many of you want. It will also require the devs to put enhancement slots into our component schematics.
What do you think?
-T
I like the idea. I'm starting to play around with making food and maybe going chef, and I love the optional components they have.
It would be great for us to have the same option.
I can also see where the low level meds would also be very handy for novices.
I like ![]()