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Profession: Medic

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Profession: Medic

Unread postby icycalm » 30 Oct 2022 09:14

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Cutlass Red: https://starcitizen.tools/Cutlass_Red

With the ability to revive fallen squadmates and a full on-board AutoDoc, a single visit to the med bay will ensure that you will always be pulled back from the brink of death.


So the Cutlass Red USED to have respawning beds, but they removed them because they want this ship to have only low-level medical beds (say T0 or T1), and they want to save the higher medical beds (they go up to T3 I think) for upcoming more expensive medical ships like the Apollos. The Apollos will have motherfucking DRONES that lift people from the ground and take them in the ship!

Apollo Medivac: https://starcitizen.tools/Apollo_Medivac
Apollo Triage: https://starcitizen.tools/Apollo_Triage

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However, there ARE a couple of VERY EXPENSIVE ships in the game right now with respawning beds.

1) The 26,657,500 multi-crew explorer Carrack: https://starcitizen.tools/Carrack

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and

2) The 32,294,500 890 Jump interstellar super-yacht: https://starcitizen.tools/890_Jump

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The justification for the Carrack having these respawning beds is that it's supposed to perform deep space exploration far from civilization, and the justification for the 890J is that it's the apex of luxury, so of course it will have everything.

So it seems that if we want respawning at Jumptown, we'll have to fork out 26.6 million, which sounds like it will take forever. We've been playing for 2-3 months now and even WITH Chev's 5M begging bonus, we still haven't made anywhere near 26M. If we did get the Carrack though, it would make Jumptown much more manageable: we could just set up shop 50 km away and keep sending people until we chance into a lull in the hostilities. We could spend a whole day there, with revolving crews even. It would open up an entire new universe of possibilities.

Are there no cheaper options?

Well, the 600i Explorer is an 9,475,100 ship that is already in the game but due to get a redesign that will reportedly include a medical bed identical to the Carrack's and the 890J's: https://starcitizen.tools/600i_Explorer

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https://www.reddit.com/r/starcitizen/co ... 00i_medbed

Filbert17 wrote:They said it would get the same as the Carrack/890j at one point but that is subject to change.


The upcoming Banu Merchantman (BMM) will also reportedly include the same bed: https://starcitizen.tools/Merchantman

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But none of this matters because, right now, the cheapest option I can find for respawn bed is 26.6M, and that's way out of our earning power.

Maybe if we get a MOLE we can increase our earning power sufficiently to make the Carrack affordable...

Another option if anyone is interested, is to buy the Carrack with cash. It seems to go for about $400-600 in the grey market depending on seller and insurance. Another option might be to buy a Greycat STV in the official site and upgrade to a Carrack, so you get to keep the STV's LTI. Not sure if this is feasible or how much it would cost. I doubt any of us is interested in spending this much on this ship, but I am putting it here just in case.

Note that the Carrack was voted best ship this year by the community, apparently with 63,718 votes: https://robertsspaceindustries.com/ship ... 22/winners

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Visit the link to see all the winners. My Scorpius came fourth.

You can also see previous years' winners. The Carrack also won the year before last.
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icycalm
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Unread postby Adjudicator » 30 Oct 2022 10:33

The medical bed tier system is actually reversed.

Tier 3 beds (currently in the Cutlass Red and other "ambulance" type ships): Stabilisation and moderate injury recovery.

Tier 2 beds (currently in Carrack, 890 Jump): Severe injury recovery and (as of current patch) allows regeneration (respawning). Do note that your character has to access the bed and transfer your imprint to the bed (like in a hospital/clinic).

Note that if the ship is destroyed or stored, you will instead regenerate at your home city unless you transfer your imprint to a hospital.

Tier 1 beds (currently in all space station and ground hospitals): Regeneration and "heal everything" beds.

icycalm wrote:Another option if anyone is interested, is to buy the Carrack with cash. It seems to go for about $400-600 in the grey market depending on seller and insurance. Another option might be to buy a Greycat STV in the official site and upgrade to a Carrack, so you get to keep the STV's LTI. Not sure if this is feasible or how much it would cost. I doubt any of us is interested in spending this much on this ship, but I am putting it here just in case.


If using real cashmoney, instead of buying the Carrack standalone, another option I can think of is to get the UEE Exploration package 2950: https://robertsspaceindustries.com/pled ... ation-2950

It contains not only the Carrack (a special "Expedition" variation), but also:

- The C8X Pisces shuttle which the Carrack's interior hangar bay is explicitly designed for as shown in the advertising material

- The Tumbril Cyclone RN rover meant for the Carrack's vehicle bay

- Anvil Terrapin armoured and hardened hostile environment explorer

- Drake Dragonfly hoverbike

- MISC Freelancer DUR extended exploration variant

- Lifetime Insurance for ALL of the above

- Access to the Star Citizen Persistent Universe

All for just USD 1100.

I am highly tempted to refund my Avenger starter pack and change it to this "bang for buck and LTI for everything it has" pack, but the financial commitment is a bit too steep for now.
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Re: Profession: Medical

Unread postby icycalm » 28 Jan 2023 22:22

https://www.reddit.com/r/starcitizen/co ... e_pamphlet

Blueshift1561 wrote:Been having a blast as a solo medic in 3.18 lately. While I still hate bunker rescues due to the turrets, it's been fun doing other rescues like from crash sites and derelicts.

Had a great rescue last night - guy got downed on a Siege of Orison platform mission. Took a similar mission so I wouldn't be trespassing, landed on the path right near him and began taking fire from an NPC. Rushed into rover, took out the NPC, dragged the player into the C8R and placed him in the bed, reviving him.

I like to use the Medbed to revive people, it's that little bit more immersive. The screen pops up welcoming them to the ship and informing them they've been rescued etc. I even keep a hospital gown in the patient storage locker in case someone needs transport to hospital :P

Worth mentioning for you C8R owners with PTU access, but the medical cabinet no longer restocks when you store and retrieve the ship like it does in LIVE. If you can test it and contribute to issue council report STARC-58141 it'd be great, would hate to lose such a helpful feature!


FireflySAR wrote:I need to try 3.18 more, I just became a subscriber but haven't tried it much.


Blueshift1561 wrote:It's good fun! They're improved dragging a lot so you can actually drag people up the ramps of the Cutlass Red and C8R without dropping them, and placing incapacitated players into medbeds has been fixed.
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Huge Medical Update Coming With 4.3.1

Unread postby icycalm » 06 Sep 2025 01:10

Design Brief: Medical Gameplay
https://robertsspaceindustries.com/en/c ... l-Gameplay

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Life, and Death, and Life Again Beyond 4.3.1
https://robertsspaceindustries.com/en/c ... Beyond-431

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CIG just published two huge and wonderfully illustrated articles on the radical medical changes arriving this month with the new MedGel mechanics and the RSI Apollo. Plus a preview of more complexity coming up. Can't overstate how huge these changes are and how much deeper they make the game. I'll be making several changes to our Medic Spec as a result, once I've digested the update. Until then, read up to stay informed. Awesome stuff, and it looks like we're getting more medical armors as well, plus shubn says he has an Apollo Medivac CCU chain ready to apply, so we’re all set for maximum medical performance. I might even take some time to run medical beacons. No other game makes medics so fun to play.
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MedGel Canisters

Unread postby icycalm » 06 Sep 2025 13:38

4.3.1 PTU | MedGel Canisters
https://www.youtube.com/watch?v=MAqNe0PBh84

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I love the animation of how it's carried around. Makes it look so hefty and real.

My main question is if they can fit in a small backpack so the Medic can have an extra with him. If not, do they fit in any backpack? In which case I might have to upgrade his backpack.

The beds will consume this gel even for healing small injuries. Game changer. And currently a full respawn costs 100,000. It may change, but at this rate it's impractical for small missions that pay less, so noobs won't be able to respawn at will even if they have a medical vehicle and will need to be rescued by medics via beacons if they don't want to respawn all the way back to a clinic or hospital. If it were up to me I'd charge for those respawns too. Characters could take out insurance, or go into debt slavery for respawns and have to work at Hurston mines to get free.
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Medical One-Page Guide [4.3.1]

Unread postby icycalm » 09 Sep 2025 02:38

https://robertsspaceindustries.com/comm ... e31KYDfoK2

MrKraken @MrKraken wrote:Medical guides/pamphlets have come and gone over the years with none that I could find that had been regularly maintained. So I decided it was high time I make a non-event specific one-page guide!

I intend on keeping this updated as healing in the 'verse changes.


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You can see at a glance the incredible depth that the new medical mechanics offer.

Interesting tidbits I gleaned:

  • Beyond the upcoming Apollos, only the Idris has a T1 bed. And in fact the Apollo is the only one that can have 2 T1s.
  • Respawn range depending on bed tier is game-changer.
  • You can respawn at the Lazarus Facilities, which we thought you couldn't.

I'll keep updating the guide as MrKraken updates it. If I miss an update and you see it, you can let me know in the #citizen-chat channel, if you want.

I am waiting to see the new medical armors before I do a comprehensive update on the Medic Spec. Really looking forward to this.
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MedGel Balance Changes

Unread postby icycalm » 09 Sep 2025 16:38

https://robertsspaceindustries.com/spec ... ce/8257165

DecH-CIG @DecH-CIG wrote:In upcoming PTU builds we will be making the following medical bed changes. Changes are in bold, with some dev comments provided to explain our thoughts and any additional context.

Amount of MedGel contained within a single canister increased from 100 to 200. The cost of a single canister remains at 100,000 aUEC.
Respawning still consumes 100 MedGel, however due to the canister change this is now the equivalent of 50,000 aUEC.


Our goal with the respawn cost was to price it more towards the experienced players and the feedback on this cost has been a mixed bag. To make it more accessible, whilst still providing a decent drain on aUEC over time, the decision was made to reduce the price.

Healing tiered injuries is now different MedGel costs, rather than a flat amount for any and all injuries.
Healing a T3 injury will consume 5 MedGel, the equivalent of 2,500 aUEC.
Healing a T2 injury will consume 10 MedGel, the equivalent of 5,000 aUEC.
Healing a T1 injury will consume 20 MedGel, the equivalent of 10,000 aUEC.


The aim of the flat healing cost was to try and keep it very simple where 1 canister = 1 respawn or 2 heals, being mindful that this would be easier to mentally keep track of how much MedGel is remaining if the ship was being operated by a team with members out in the field.
The injury costs were balanced towards a worst case scenario of having a T1 injury.

However the overwhelming feedback was this was too much and that the simplicity was not a concern, so we're happy to split them up and make them cheaper. Same as when it was a flat cost, if you have multiple injuries of the same tier, e.g. three T2 injuries then the cost is just 10 MedGel.

Tier 3 beds have had their capacity increased from 100 to 200.
Tier 2 beds have had their capacity increased from 200 to 400.
Tier 1 beds have had their capacity increased from 400 to 600.


We want the bed capacity to be divisible by the canister amount, which is the main driving force behind this change. However we also recognize that for T3 beds its a nice QoL update to be able to heal a few times and still have 1 respawn in reserve before having to top up again.

Respawn distance of T1 beds is increased from 150,000,000 meters to 750,000,000,000 meters, enough to cover most star systems.

The dev (...maybe me) who gave the numbers to the team putting together the website design brief referenced the wrong cell in Excel when doing an AU to meters conversion and this is now fixing it.

Medical canisters will be added to LTP.

A minor note on this, we know there are some of these canisters scattered around hospitals on Live. Those will be removed when 4.3.1 goes live, any canisters collected now on 4.3 will not persist into 4.3.1.


Thanks for all the feedback and ideas surrounding this topic, it's much appreciated!


Great changes, adding some complexity and dialing in the balance.

Discussion on Reddit: https://www.reddit.com/r/starcitizen/co ... dgel_costs

As you can see if you check the discussion, there's still a lot of complexity that can be added down the road, and I expect to eventually see at least some of it.

It's basically GTA3 + PlanetSide 2 + Rust + Arma medical complexity, then tripled because of all the vehicles that can perform the role and that have different strengths and weaknesses, plus the infinite different scenarios in which a rescue might be needed. So that it's now viable to just play a medic 100% of the time and be satisfied with it. And medic is the least popular role in gaming ever!
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Re: Profession: Medic

Unread postby icycalm » 10 Sep 2025 03:57

https://www.reddit.com/r/starcitizen/co ... the_change

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Familiar-Gap2455 wrote:If you spawn at a station, nothing changes.


True. For now. But they will eventually make you pay there too. And even later down the line your character will deteriorate after every respawn until he eventually dies for good. This is Death of a Spaceman.

For the moment, what's changing is that healing great injuries and respawning in the field is getting far more complex and costly.
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Re: Profession: Medic

Unread postby icycalm » 10 Sep 2025 11:38

https://www.reddit.com/r/starcitizen/co ... encon_2954

North-House-9122 wrote:MedGel teaser from CitizenCon 2954

There is a MedGel canister on the ground in the bottom left corner of the CitizenCon 2954: Brave New Worlds video from October 23, 2024 at time 1:18:04. Link below. Screenshot in comments.

https://youtu.be/wYvPpQ25XGc


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Pretty crazy that they've been working on this or at least planning it for over a year with nothing communicated from the shows or in the monthly reports.
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