Difference between revisions of "Medic (Game Mechanics)"

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'''Medic Skill Tree and Experience Information'''
 
'''Medic Skill Tree and Experience Information'''
  
The First Aid branch increases your skill to heal damages and gives you abilities to stop bleeding and to quickly heal damages. The more damage points you can heal give you more XP as reward, at a ratio of 1 experience point for every 4 damage points healed.
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The First Aid branch increases your skill to heal damages and gives you abilities to stop bleeding and to quickly heal damages.  
  
 
The Diagnostics branch increases the speed you can heal damages, but not wounds. More exactly, the preparation time between heals is shortened. You also get the very useful ability to drag incapacitated (incap for short) fellows into safety.
 
The Diagnostics branch increases the speed you can heal damages, but not wounds. More exactly, the preparation time between heals is shortened. You also get the very useful ability to drag incapacitated (incap for short) fellows into safety.
  
The Pharmacology branch gives you access to more effective medical supplies. The better drugs used, the more damage points and/or wound points healed, which in turn gives more experience at a ratio of 2.5 XP for every 1 wound point healed (damages, see above).
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The Pharmacology branch gives you access to more effective medical supplies.  
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The Organic Chemistry branch uses Medical Crafting XP which you level by crafting your medical supplies. Rather soon you can craft more powerful supplies and then you may need one or more boxes from Pharmacology.
 
The Organic Chemistry branch uses Medical Crafting XP which you level by crafting your medical supplies. Rather soon you can craft more powerful supplies and then you may need one or more boxes from Pharmacology.
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'''Medical Experience'''
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Medical experience is obtained by performing healing actions such as healing wounds, and healing damage as well as resucitations.
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Experience obtained from healing damage conforms to the rate of 1 experience point for every 4 points of damage healed.
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Experience obtained from wound healing confirms to the rate of 2.5 experience for every 1 wound poin thealed.
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Experience from resucitation has a base amount of 700 experience with bonus experience given depending on how many wounds and damage are healed by the resucitation pack.  (needs more info)
  
  
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Medical Rating
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'''Medical Rating'''
  
 
Let's discuss healing outside of the medical center. Any location in which you can heal wounds  has a "medical rating." That rating directly applies to how well you can heal wounds and damage (this also applies to application of enhancements) in that location. A medical center has a rating of 1 (or 100% ability), while a basic camp has a rating of .65 (or 65% ability). Therefore, your healing abilities in a basic camp are going to be greatly reduced compared to how they would be in a medical center.  
 
Let's discuss healing outside of the medical center. Any location in which you can heal wounds  has a "medical rating." That rating directly applies to how well you can heal wounds and damage (this also applies to application of enhancements) in that location. A medical center has a rating of 1 (or 100% ability), while a basic camp has a rating of .65 (or 65% ability). Therefore, your healing abilities in a basic camp are going to be greatly reduced compared to how they would be in a medical center.  

Revision as of 09:08, 10 September 2007

Game Documentation - Medic Mechanics

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Mechanics This document is about game mechanics.

Medic This document is related to the Medic Profession.


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Medic Skill Tree and Experience Information

The First Aid branch increases your skill to heal damages and gives you abilities to stop bleeding and to quickly heal damages.

The Diagnostics branch increases the speed you can heal damages, but not wounds. More exactly, the preparation time between heals is shortened. You also get the very useful ability to drag incapacitated (incap for short) fellows into safety.

The Pharmacology branch gives you access to more effective medical supplies.


The Organic Chemistry branch uses Medical Crafting XP which you level by crafting your medical supplies. Rather soon you can craft more powerful supplies and then you may need one or more boxes from Pharmacology.


Medical Experience


Medical experience is obtained by performing healing actions such as healing wounds, and healing damage as well as resucitations.

Experience obtained from healing damage conforms to the rate of 1 experience point for every 4 points of damage healed.

Experience obtained from wound healing confirms to the rate of 2.5 experience for every 1 wound poin thealed.

Experience from resucitation has a base amount of 700 experience with bonus experience given depending on how many wounds and damage are healed by the resucitation pack. (needs more info)




Medical Rating

Let's discuss healing outside of the medical center. Any location in which you can heal wounds has a "medical rating." That rating directly applies to how well you can heal wounds and damage (this also applies to application of enhancements) in that location. A medical center has a rating of 1 (or 100% ability), while a basic camp has a rating of .65 (or 65% ability). Therefore, your healing abilities in a basic camp are going to be greatly reduced compared to how they would be in a medical center.


All player structures (houses, hospitals, cantina, merchant tents, theaters, PC cloning centers, city halls and guild halls) have a 1.0 rating, as do NPC med centers and Taverns. If you are in a camp, med center or any player structure, you will be able to buff without a droid or with a droid that has no power, but the droid's modifier will not take effect.

Medical centers and scout camps override droid bonuses. If not in a Medical Specialized Player City - the variable is calculated at 1.0. If in a Medical Specialized Player City - the varible is calculated at 1.1.






Publish 13 Healing restrictions

PvP, PvE and Helpful Actions

Buffs, Entertainment, Trading, Rezzing and Healing are considered "helpful actions". In the new system, Buffs, Entertainment and Trading will no longer have TEF restrictions. No more trade TEF's bouncing you out of a house or other inconveniences. For example, under this system, a PVP enabled special forces Imperial can trade with or buff a PVP enabled Rebel.

Buffs, Entertainment, Trading can now be performed by anyone to anyone regardless of factional (Imperial/Rebel) or PvP affiliation (PvP Enabled or Disabled).

Healing will still have to follow some rules, otherwise you get a situation where a PvP disabled player can help a PvP enabled player indefinitely without any risk or a civilian can help a PvP disabled player to defeat factioned NPC's without risk of being attacked by those NPC's and that's just not fair.

Here is a simple diagram that shows the interaction of how the "healing" actions will work across PvP enabled and disabled players:


----------------> Healing Actions -----------------> <------------ Healing Actions <----------------
Imperial Rebel
[PvP Enabled] [PvP Disabled] [Civilian] [PvP Disabled] [PvP Enabled]
| |
|_________________________________ Attack ___________________________|

Imperial Special Forces can heal Imperial Special Forces, Imperial Combatants and Civilians. Imperial Special Forces can NOT heal Rebel Combatants or Rebel Special Forces Imperial Combatants can heal Imperial Combatants and Civilians. Imperial combatants can NOT heal Imperial Special Forces, Rebel Combatants, or Rebel Special Forces

Civilians can heal other Civilians. Civilians can NOT heal Rebel Special forces, Rebel Combatants, Imperial Special Forces, or Imperial Combatants.

Rebel combatants can heal Rebel Combatants and Civilians Rebel combatants can NOT heal Rebel Special Forces, Imperial Combatants, or Imperial Special Forces Rebel Special Forces can heal Rebel Special Forces, Rebel Combatants and civilians. Rebel Special Forces can NOT heal Imperial Combatants or Imperial Special Forces



Effects of TEF on healing System


Temporary Enemy Flags (TEF) and Healing Implications From time to time, it's possible that a Medic or Doctor can end up being a rather unwilling participant in the Global Civil War (GCW). It's important to understand how the TEF system works so that you can protect yourself properly. This can be very important for some medics/doctors that don't have the skills to defend themselves from the combat players out there.

First of all, understand the colored names. If you're a neutral player, everyone's name will be blue. That means that you don't readily know what faction anyone is aligned to, Rebel, Imperial, or Neutral. If you join a faction (either Rebel or Imperial), however, you'll begin seeing people with purple names. Those people are aligned to the same faction you are. So, if you're Imperial and see someone's name in purple, you know that he/she is also Imperial. Everyone else will appear blue - they might be Rebels and they might be neutral - you just don't know. This, of course, is all reversed if you join the Rebellion.

Second, we need to understand the TEF. Covert players are allowed to partake in the GCW, but only on a limited basis. They can not attack other players directly, but they can attack NPC's of the opposite faction. This means that a Covert Rebel can't attack an Overt Imperial (and vice versa), but the Covert Rebel CAN attack a stormtrooper. When and if that Rebel decides to attack that stormtrooper, however, that Rebel gains a TEF - he has made his alignment known to the Empire, if only for a short while. At this point, the Overt Imperial could open fire on the TEF'd Covert Rebel. If left alone and the Covert Rebel doesn't attack any more Imperial NPC's, the TEF will go away in about 10-15 minutes.

Now, who can you heal? Well, you can heal anyone that is of the same faction as yourself or anyone that doesn't appear to be opposed to your faction. For neutrals, that means you can heal anyone that isn't overt and doesn't have a TEF. For Rebels, you can heal anyone except an Overt Imperial or a Covert Imperial with a TEF. For Imperials, you can heal anyone except an Overt Rebel or a Covert Rebel with a TEF. If you try to heal someone opposed to your alignment, you simply get a message that reads, "It would be unwise to help such a patient." and you won't be allowed to perform the action. You can consult the following grid to see who you can heal.

But, just because you CAN heal someone doesn't mean that it's always safe to do so. If you heal someone that has made their alignment known to the opposing side (let's say you're a Rebel medic and you heal an Overt Rebel), you have also made your alignment known - you'll get your own TEF, just as if you had attacked a stormtrooper. The same would occur if you were to heal a TEF'd Rebel rather than an Overt Rebel.

So how do you know if someone has a TEF? Target the player and look at the status effects on that player (this is where you'd also see poison, dizzy, stun, blind, etc.) If you see a small flag, that means that the person has a TEF. You might want to consider waiting for the TEF to wear off before you heal the person to avoid getting your own TEF.

Your Alignment \ Patient Alignment Overt Rebel TEF'd Rebel Covert Rebel Neutral Covert Imperial TEF'd Imperial Overt Imperial Overt Rebel Yes Yes Yes Yes Yes No No Covert Rebel TEF TEF Yes Yes Yes No No Neutral No No Yes Yes Yes No No Covert Imperial No No Yes Yes Yes TEF TEF Overt Imperial No No Yes Yes Yes Yes Yes



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Skill Modifiers

Injury Treatment
Injury Treatment Speed
Medical Foraging
Medicine Assembly
Medicine Experimentation
Medicine Use
Wound Treatment


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Ability List

Command CRC Ability Details %
diagnose DC7CF134 Diagnose (Ability)
dragincapacitatedplayer 273A06DA Drag Incapacitated Player (Ability)
firstaid D5F85133 First Aid (Ability)
healdamage 0A9F00A0 Heal Damage (Ability)
healwound 2087CE04 Heal Wound (Ability)
medicalforage C6132B18 Medical Forage (Ability)
quickheal 7AB1850D Quick Heal (Ability)
tenddamage 18CD8967 Tend Damage (Ability)
tendwound 31DD4C4B Tend Wound (Ability)