- Proposal
- I propose expanding the Doctor buff and medical crafting system to bring back the profession interdependence and resource-driven mechanics that made the original Pre-CU game so rewarding.
The changes I would like to see are:
1. Bring back meaningful resource-dependent Doctor buff crafting
Doctors should once again be able to manufacture their buff packs using resources whose quality directly influences the finished product.
High-quality resources should produce better medical supplies than poor-quality resources.
Overall Quality, Potential Energy, Decay Resistance, and other appropriate resource statistics could influence the power, duration, charges, or other properties of the finished packs.
Medical assembly, experimentation, specialist components, and crafting expertise should all matter.
This would allow dedicated Doctors to invest in exceptional resources, experiment with medical components, produce superior buff packs, and establish reputations as specialist medical crafters.
The strongest crafted products should require genuine effort rather than every Doctor automatically producing identical results.
2. Make Rangers and creature harvesting valuable to Doctors again
In Pre-CU, Rangers and Scouts supplied Doctors with important resources such as Avian Meat and Herbivore Meat.
These resources were essential to the old medical economy.
I would like to see creature resources become important ingredients in high-quality Doctor buff packs again.
Rangers should have a reason to search planets for exceptional creature resource spawns, organise hunting trips, and gather large quantities of valuable meat for Doctors.
The better the resource statistics, the more desirable the resource should become to medical crafters.
This would create a market where Rangers could earn good credits through harvesting and selling premium creature resources.
It would also give Doctors a reason to build relationships with Rangers and guilds rather than simply buying generic materials.
3. Bring back Janta Blood as a valuable medical crafting component
One of the most memorable parts of the original medical crafting system was Janta Blood.
Players could hunt Jantas on Dantooine and obtain rare blood components that Doctors could use to produce particularly powerful medicines.
Janta Blood could replace the normal Biological Effect Controller in the original system, allowing higher power at the expense of charges.
I would love to see this type of rare medical component return.
Janta Blood and potentially other rare creature or NPC drops could be used in premium medical crafting recipes.
These components could provide a carefully balanced improvement to buff strength or another useful medical property, with appropriate trade-offs such as fewer charges or greater production cost.
This would give hunters another valuable reason to explore the galaxy and provide combat players with rare loot that Doctors genuinely want to purchase.
4. Reward the effort of obtaining exceptional buffs in PvP
This is an important part of my suggestion.
In the original Pre-CU game, putting the effort into obtaining the best buffs could give you a real advantage in PvP.
Players who gathered exceptional resources, found rare medical components, invested in top-quality crafted supplies, and sought out skilled Doctors could enter combat better prepared.
I believe that effort should still mean something.
If a player or guild spends time hunting rare materials, supporting their Doctors, and manufacturing exceptional medical supplies, they should be able to achieve a modest but noticeable advantage over someone using basic supplies.
I am not suggesting a return to the extreme Pre-CU buff values or anything that would break Restoration's existing PvP balance.
The maximum bonus could be capped and balanced specifically for PvP.
The important principle is that effort, resource quality, and crafting expertise should have a meaningful reward.
That is already part of the appeal of SWG's weaponsmiths, armorsmiths, and other crafting professions. I believe medical crafting deserves the same treatment.
5. Bring back active Doctors buffing players for tips instead of relying on doorway bots
The old medical centres were social gathering places.
Players visited Doctors, received their buffs, tipped them for their services, and sometimes returned to particular Doctors because they knew those Doctors produced exceptional buffs.
I would love to see that experience return.
The recent changes to AFK Doctor macros are a step in the right direction, but I believe making individual Doctors' crafted buff quality matter would give players an even stronger reason to seek out real, active Doctors.
Instead of relying on lines of unattended characters standing in medical centre doorways, players could visit an actual Doctor offering a professional service.
Doctors could advertise the quality of their buffs, establish reputations, and receive voluntary tips for their work.
Those Doctors would have ongoing expenses from purchasing resources and manufacturing medical supplies, creating a genuine reason for players to pay for a premium service.
6. Allow Doctors to buff outside medical centres using medical droids at 75% power
I would also suggest making medical droids more useful for Doctors who want to provide buffing services away from hospitals.
A Doctor using an appropriate medical droid should be able to administer buffs outside a medical centre at 75% of the power that the same Doctor and buff pack would provide inside a medical centre.
This would mean:
- Inside a medical centre: 100% of the Doctor's available buff power.
- Outside a medical centre with a medical droid: 75% of that buff power.
- Medical centres would remain the preferred location for receiving the strongest buffs.
- Existing medical-centre duration bonuses should remain, while appropriate player-city medical specialisations could provide additional duration benefits.
- Medical droids would provide mobility and convenience without replacing the benefits of visiting a hospital.
The droid would assist a real Doctor rather than becoming another unattended buff bot.
7. Expand Bio-Engineer components without taking away their existing roles
Bio-Engineers should remain an important part of this system.
The new craftable Doctor buff packs already use Bio-Engineer components to influence charges and duration.
I propose expanding that relationship slightly.
Bio-Engineers could manufacture specialised medical subcomponents that Doctors incorporate into their buff packs.
High-quality Bio-Engineer components could provide a small, capped percentage improvement to the finished buff pack's effectiveness.
The Doctor would still be responsible for selecting resources, assembling the final packs, and experimenting to achieve the best results.
This would give Bio-Engineers another valuable product to manufacture and sell to Doctors.
However, I would not want medical buff crafting to replace or weaken the other important Bio-Engineer activities.
Bio-Engineers should continue to have meaningful roles in producing high-quality stimpacks, medical enhancers, components that support Combat Medic poisons and other abilities, and engineered creatures used by Creature Handlers.
Ideally, resource quality and crafting expertise would continue to matter across all these areas.
A dedicated Bio-Engineer should be able to specialise in medical supplies, support Combat Medics, or focus on creating exceptional creatures.
8. Preserve existing gameplay and balance
I am not suggesting removing the newly introduced self-applied buff packs.
Those should remain available for players who cannot find an active Doctor, particularly during quieter hours.
However, actively visiting a skilled Doctor who has invested in exceptional resources and medical crafting should offer a worthwhile advantage.
All improvements should be subject to sensible maximum values, particularly in PvP, so that superior supplies reward effort without making ordinary players uncompetitive.
The goal is not to make buffs unnecessarily expensive or mandatory to an unreasonable degree.
The goal is to make the professions, resources, crafting quality, and player interactions meaningful again.
- Justification
- I believe this would benefit Restoration in several important ways.
It would restore profession interdependence.
Rangers would have a valuable reason to harvest creature resources. Hunters would have a reason to collect rare medical components. Doctors would need those materials to manufacture exceptional buffs. Bio-Engineers would supply specialised components, and combat players would create demand for the finished products.
The result would be a functioning supply chain involving multiple professions.
It would create more opportunities for players to earn credits.
Not everyone wants to run instances or farm the same combat loot.
Some players enjoy surveying resources, hunting creatures, collecting materials, crafting products, and selling supplies to other players.
Exceptional resource spawns could become valuable events for the community.
A Ranger who discovers and collects a particularly good Avian Meat spawn should have something worth selling.
A player who obtains rare Janta Blood should have a valuable item that medical crafters want.
It would make Doctor crafting a genuine profession again.
Just as players seek out respected weaponsmiths and armorsmiths, they could seek out Doctors known for producing superior medical supplies.
A Doctor's reputation should reflect the effort they put into obtaining resources, experimenting, and manufacturing their products.
Two Master Doctors should not necessarily produce identical results simply because they have the same skill boxes.
It would reward preparation in PvP.
SWG has always been a game where equipment, resources, crafting, preparation, and player knowledge matter.
A player or guild that invests time and resources into better medical supplies should receive some benefit from that effort.
With appropriate caps, this could add another layer of strategic preparation without dramatically changing the existing combat system.
It would encourage active player interaction.
Players would have more reasons to visit medical centres, speak to Doctors, arrange services, organise resource-gathering groups, and trade with specialist crafters.
Doctors could once again offer a valuable service and receive tips based on the quality of their work.
Medical centres could become places where actual players interact rather than simply locations associated with automated buffing.
It would strengthen several professions without replacing existing systems.
Rangers, Doctors, Bio-Engineers, Combat Medics, Creature Handlers, Droid Engineers, and resource collectors could all benefit from expanded crafting relationships.
Most importantly, it would build on Restoration's recent medical crafting changes rather than undoing them.
- Motivation
- I played SWG during the days when being a Doctor actually meant something beyond having the profession unlocked.
I remember Rangers gathering Avian Meat and Herbivore Meat, people hunting Jantas for blood components, and Doctors searching for exceptional resources because they wanted to craft the best possible buffs.
I remember how important a good Doctor could be, especially when preparing for PvP.
If you put the work into obtaining exceptional medical supplies, it could give you an edge.
That effort was part of what made Star Wars Galaxies special.
It wasn't just about combat levels or having the same abilities as everyone else.
The time you invested in crafting, resources, equipment, and working with other professions could make a difference.
I would love to see more of that return to Restoration.
I don't want to take away the convenience players have become accustomed to, and I appreciate that the recent Doctor changes have already started bringing back medical crafting.
I simply believe there is an opportunity to go further.
Make exceptional resources valuable again.
Give Rangers something worth hunting and selling.
Give players a reason to hunt Janta Blood.
Let Bio-Engineers manufacture valuable components that support Doctors while continuing their work with stims, Combat Medics, and creatures.
Let Doctors build reputations for manufacturing outstanding medical supplies.
Let players actively seek out those Doctors, tip them for their services, and benefit from the quality of their work.
And let players who put the effort into obtaining the very best supplies receive a fair, balanced reward for that preparation in PvP.
What I miss most about the original SWG is that professions needed each other, and the effort you put into becoming good at your profession actually mattered.
I believe bringing back more of the original medical crafting economy would help restore that feeling and make the galaxy a more interesting place for everyone.
One of the things that made the original Pre-CU Star Wars Galaxies so special was how the professions depended on each other.
Back then, being a good Doctor wasn't just about reaching Master Doctor and pressing a button to buff someone. Doctors had to gather or purchase the best resources, manufacture medical components, experiment with their buff packs, and build a reputation for producing the strongest medicine.
Rangers hunted creatures for high-quality Avian and Herbivore Meat. Resource collectors searched for exceptional spawns. Players hunted Jantas on Dantooine for their valuable blood components. Doctors paid good credits for those materials because they directly affected the quality of the medical products they could manufacture.
The better your resources and crafting, the better your finished products could be.
This created a genuine player-driven economy, gave Doctors a reason to become specialist crafters, and rewarded the players who put time and effort into gathering the best materials.
It also mattered in PvP. Players and guilds who invested time and credits into obtaining exceptional medical supplies could gain an advantage in combat preparation.
I would love to see Restoration bring back more of that system.
The recent A New Dawn update is a positive first step with craftable Doctor buff packs and Bio-Engineer components. However, I believe there is an opportunity to go further and restore the deeper relationships between Rangers, Doctors, Bio-Engineers, Creature Handlers, resource collectors, and PvP players.
My suggestion is to expand the new medical crafting system into a proper resource-driven profession economy, while keeping Restoration's modern combat balance and quality-of-life improvements.
Back then, being a good Doctor wasn't just about reaching Master Doctor and pressing a button to buff someone. Doctors had to gather or purchase the best resources, manufacture medical components, experiment with their buff packs, and build a reputation for producing the strongest medicine.
Rangers hunted creatures for high-quality Avian and Herbivore Meat. Resource collectors searched for exceptional spawns. Players hunted Jantas on Dantooine for their valuable blood components. Doctors paid good credits for those materials because they directly affected the quality of the medical products they could manufacture.
The better your resources and crafting, the better your finished products could be.
This created a genuine player-driven economy, gave Doctors a reason to become specialist crafters, and rewarded the players who put time and effort into gathering the best materials.
It also mattered in PvP. Players and guilds who invested time and credits into obtaining exceptional medical supplies could gain an advantage in combat preparation.
I would love to see Restoration bring back more of that system.
The recent A New Dawn update is a positive first step with craftable Doctor buff packs and Bio-Engineer components. However, I believe there is an opportunity to go further and restore the deeper relationships between Rangers, Doctors, Bio-Engineers, Creature Handlers, resource collectors, and PvP players.
My suggestion is to expand the new medical crafting system into a proper resource-driven profession economy, while keeping Restoration's modern combat balance and quality-of-life improvements.