Make Doctor Buffs Dependent on Resource Quality

Make Doctor Buffs Dependent on Resource Quality
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.
Proposal
I propose that we reintroduce the dependency of doctor buffs on resource quality. This change would involve making buffs consumable items, where the strength of the buff is determined by the quality of the resources used.

There are many different ways to implement this and im probably not the most creative minded for it, but options could be:
  • Standard Nutrient Injection buff adds X health, similar to how it is now. You introduce an Injector tool which could inject those standard buffs but you introduce a powerup which adds Y amount to the original buff. These powerups would be crafted by doctors or other professions like artisans or chefs, using resources of varying qualities.
  • Implement it in through the medic droid: Introduce a cartridge which adds x % to the buff of the medic droid, this is consumed by the droid similar to a battery pack. The cartridge is dependant on resource quality and craftmanship by Droid Engineers or Artisans.
  • Use a similar system as pre-CU where, if I remember correctly, the whole buff is a consumable thats used by the doctor.
Justification
Reintroducing resource-dependent doctor buffs will revitalize the role of doctors in the game, allowing them to build reputations based on the quality of their buffs, similar to how weaponsmiths and armorsmiths operate. This change will also create new market opportunities for resource gatherers and crafters, fostering a more dynamic and engaging economy. Additionally, it will enhance player interaction, as customers will seek out skilled doctors for high-quality buffs, rather than relying on AFK bots. This proposal does not aim to eliminate AFK buffing but to add depth and choice to the system, making the game more immersive and adds incentive for more interaction.
Motivation
In the early stages of Star Wars Galaxies, the strength of doctor buffs was influenced by the quality of the resources used, making them consumable items. This system was changed to a fixed attribute increase, resulting in all doctors providing buffs of the same strength. This change has diminished the excitement and depth of the game, as doctor buffs no longer contribute to the dynamic market system that exists for other professions like weaponsmiths, chefs, and armorsmiths. Currently, doctor buffs are often provided by AFK bots, making the interaction feel mandatory and devoid of meaningful player engagement.
Obligatory AI picture of multiple players working to create the best possible doctor buff on the server:

Three beings in the Star Wars Galaxies game era_ a hooded Zabrak gathering resources from a ha...jpg
 
So your proposal is: standard buff as is now. For an additional buff, a "powerup" crafted by Docs, artisans, or DE?
I'd like to see medical crafting back in SWG. Currently medical crafting is done by Bio Engineers. Docs get no experimentation or assembly skill. The CU vision for Doctor is that it is a combat class. Unless you are going to rework Doctor to be a crafting class again, you probably want Bio Engineers to be the crafters of this new "powerup". Though DE is an interesting idea. You will want a different name than "powerup" though. Already we have two different "powerups" in the game that causes confusion over which is being referred to. A third would be chaos.
 
Jeah indeed, keep doctors the way they are now but add some form of medical crafting. Done by either DE, Bio Engineers or chefs for materials. You could even have some sub components created by proffession X which is needed to make the buffs by proffession Y.

Maybe a "Cartridge" or "Injector" is a better name. Or you could burn it on a chip by DE?
 
The number one reason why SWG needed the CU was to nerf the hell out of Doc buffs. It wasn't Jedi that ruined SWG it was Doc buffs.
Making Doc buffs stronger is a big concern. No way we want to get back to pre-CU levels, nor anywhere close. In the end, the Doc buff can't be thought of as essential. You get it because, why not, but the reality has to be that you could do the content without it.

Still, I'd like to see medical crafting back in SWG. Healing by "casting spells" doesn't sit right with me for a Star Wars game.
 
Still, I'd like to see medical crafting back in SWG. Healing by "casting spells" doesn't sit right with me for a Star Wars game.
This exactly, im not looking for super buffs like in pre-CU. Just that the buffs are in the crafting eco-culture in SWG.

You could even say: just redistribute the total amount of buff, dont increase it.
Say, right now you get 10 health, make it so that the standard buff would be 8 health and there is an option to add between 0 and 2 health using a cartridge. With 2 health the max amount if you use max resources.

That way you dont have to change the balance of the game, which is a huge undertaking ofcourse.