Open - Science - Add a Weapon that grants Medical Experience from Missions/Quests | Star Wars Galaxies Restoration

Open Science Add a Weapon that grants Medical Experience from Missions/Quests

This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
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Proposal
Add a weapon that, when equipped, causes missions and quests to grant medical experience as their equipped weapon type experience.
Justification
Outside spin groups, medical experience is an abysmal grind. This change would give solo players an avenue to level Medic/Doctor/Combat Medic efficiently.
Motivation
It is an almost weekly question: how do I grind medical experience? The answer is always the same, with the current experience mechanic(medical/weapon experience on kill split based on healing/damage dealt, which heavily favors damage), spin groups.
While this idea is common knowledge in the discord, there is no formal PV representing it or containing a developer response for the community to see. This is a very straightforward idea and solution, and by having this player voice here we can point players to it that seek change to make their voices heard or show intent for a change.
 
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I have some medic ideas that I have drawn up and this is closely related to one of them, I think a medic weapon is a good idea to use, not just for xp but other things like perhaps even +5 healing range to help out the melee healers a bit, and some extra potency or something as well. If it's a weapon you can also lock certain skills behind it too, if needed in the future.
The xp from the weapon is already a feature in the game so should be easy enough to implement without much work.

Upvoting!
 
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Could the spray stick be changed to fire the combat medic offencive abilities?

Names is apt. Dunno if it's a used rifle or not though.
 
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How about something that could be baked into the weapon like augments. We have SEA's that effect healing abilities, why not tie those to medical XP?
 
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Why go for a weapon? Why not say "If I have any boxes in a medical profession why not also grant me medical XP upon completing a quest like we do combat xp"
Probably more new-user friendly to say "hold this Syringe when handing in a quest to gain medical exp" than it for it to be a setting toggle or just automatic. The "weapon" also puts people in control of what exp they are getting when handing in a quest, just like other weapon exp.

How about something that could be baked into the weapon like augments. We have SEA's that effect healing abilities, why not tie those to medical XP?
This QoL change would be mostly aimed at new players completing quests, whereas SEAs are more of an end-game goal.
 
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Probably more new-user friendly to say "hold this Syringe when handing in a quest to gain medical exp" than it for it to be a setting toggle or just automatic. The "weapon" also puts people in control of what exp they are getting when handing in a quest, just like other weapon exp.


This QoL change would be mostly aimed at new players completing quests, whereas SEAs are more of an end-game goal.


I was thinking of the SEA Slot, not the actual SEAs we use now at end game
 
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Probably more new-user friendly to say "hold this Syringe when handing in a quest to gain medical exp" than it for it to be a setting toggle or just automatic. The "weapon" also puts people in control of what exp they are getting when handing in a quest, just like other weapon exp.


This QoL change would be mostly aimed at new players completing quests, whereas SEAs are more of an end-game goal.
So long as a new player tutorial helps people know to hold a specific item for medical XP then sure I am all for it. But don't even medics/docs have some weapon to do some damage so would they not forget to swap out sometimes? Not sure how people would feel about medic specific weapons.
 
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So long as a new player tutorial helps people know to hold a specific item for medical XP then sure I am all for it. But don't even medics/docs have some weapon to do some damage so would they not forget to swap out sometimes? Not sure how people would feel about medic specific weapons.
I envisioned it as just like holding a entertainer prop or bouquet of flowers, in that it doesn't actually do anything aside for the purpose of providing medic exp from quests when held. It sounds a bit janky on paper but its intuitive when, as you said, a new player is told that equipping something in the weapon slot grants exp when handing in a quest.

Can be given out by the novice medic trainer too like in your PV for basic weapons.
 
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I've always thought the game should have some kind of medic specific gear.
Like a markings indicating they are a medic, or a fancy medical back pack. A "weapon" or held medical scanner or tool for getting XP during quests seems like a fine idea.
 

Aconite

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We're not doing this through a weapon, as that wouldn't make sense. I think the larger issue makes sense to address, though. Maybe through tracking healing during a quest and then grating a proportion of that experience as Medic Experience, or increasing the XP rates from healing others/using stims.
 
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It wouldn't help much for Medic and Doctor, but I always found it odd that my Combat Medic 'offensive medical abilities' provide XP for the weapon I have equipped (or unarmed) and not medical XP.
 
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if in the same vain as entertainers, then why not just a medical tool as was sort of suggested earlier in the thread. A prop like handheld that gives a small bonus to healing abilities, or even maybe just range, but is a valid flag for sending the xp into med at the end of a quest. As someone trying to train in med to get to combat medic, this has been especially frustrating as I have to go through high level areas with a high level party just to make progress it feels like. Which is not easy to do, as I play at odd hours, and don't have my high level friends available to help with that usually.
 
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that's pretty much what is required in my opinion. Just some sort of weapon (even if you can't attack with it using usual ranged / melee means) that would give heal xp s it registers the medical weapon you have equipped.
Even if the weapon had the same effect that 'medical enhancers' have to make CM more viable.. so they won't be able to attack traditionally but would deal more through their DoT's using the enhancer stats - along with more healing and range.

It would help establish a medic main role a bit more , which is something SWG just doesn't have.
 
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Has anything been decided on this subject? As a casual and European player (and therefore having a hard time finding Spin groups on my playtime) I found this idea very interesting