Medical Room Questions


bloody_torso

 

Posted

Marvello Corps is toying with the idea of making a medical room.

What actual benifts does one of these rooms serve other than being an alternative option to the hospital which is free.

I also understand you can obtain insp dispeners, are these made from salvage as I cant seem to find them in the to buy section or the recipes.

Thanks


 

Posted

Insp dispensers (which will only sell cabs and greens at first) require the first SG healing badge.

No, there is no other function to medical room than to be resurrected in it(it will return to 25% health, not full like normal). Rezzing in base is important in base raids but less so otherwise. You can also put storage items in infirmary.


 

Posted

Thanks Hammefall.

What is the amount of healing for the 1st healing badge?

Can you get other insp despensers beside the Respites and Cabs and also are they further linked to healing badges.

Thanks again


 

Posted

1st SG Healing Badge at 5mil damage healed -- Auto Doc Plans -dispenser fro Respites and Cabs.

2d SG Healing Badge at 25mil damage healed -- Robo Surgery Plans -- Aux. item for increasing Health % when ressurected in base.

3d SG Healing Badge at 100mil damage healed -- Combat Log Plans -- Dispenser for Break Frees.

Hope that helps Miss.


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Posted

Thanks Charon

The Medi Room is off the Blue prints, were not going to be a raidable base so its use would be a costly alternative to the hospital.

We only have 3 Heroes that have any form of heal other and they are rarly played so again the dispensers are way out of reach at present.

Thanks again both for your advice.


 

Posted

Hmm... just set up one of these last night and it sounds pretty useless actually , think I'll have a chat with the lads see if there is anything else they feel might be useful without jumping into raids...


*edited to clear up my pottymouth


 

Posted

I always find them handy for filling up on more insp after being defeated or dropping off afew enhancements. I think in terms of value for money of all the base rooms, the hospital wins hands down.


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Posted

The SG heal badges are pretty hard to gain even if you're in a well populated, active SG so for a small 2 person one I think they're pretty much out of reach.

That said, I found the med room was quite high on my wish list as it actually serves some PvE purpose. Remember, if you've just died in a mission, it's sometimes very handy to rez in base where you can raid your insp storage or even your empowerment station to make taking down whatever killed you a bit easier.

There's also the promise that one of the things they're looking at adding to bases is something to TP you straight to the mission door if you die.


 

Posted

That tp straight back to mission can already be done. It keeps getting introduced as a bug in game and when its there it works by you just leaving by the base entrance portal (after rezing in base)

For some reason the developers class it as a bug and always get a fix in for it when they have re introduced it back into the game on another patch.

I do wish they would just leave it unfixed next time they re introduce it.


 

Posted

Yeah you're not going to get the heal badges in a 2 person SG anytime soon.

Just to give you an idea: We were a 5-person villain SG for about 6 months, but we’re down to 3 fairly active players now (3-5 hours most nights, more at weekends), and we're just over halfway into the first SG heal badge thanks to the following characters: two L50 MMs (/poison and /dark) who have played since CoV launch (have been L50 for ages, but still get used a lot for badge-hunting/PvP/SFs) and a handful of mid-to-high level corruptors/MMs with heals (45 /kin, 35 /kin, 27 /rad, several MMs around 15-25, and a few lower levels) - most of those characters have spent most of their time in SG mode, though we tend to do small groups and duos more than full teams, admittedly.

Nevertheless I added an Infirmary to our base when I revamped it last month, just so we'd have full PvE functionality - it just has a reclaimator and an inspiration collector in it (full of surplus greens/blues so when we rez there we can get to full HP/end in a hurry, if we need to), and lots of decorative items

But we rarely use the infirmary - the main uses for us are: a) on an SF, after a wipe you need to re-stock on insps from the base before heading back, or b) full enh tray and you’d like to bank some of them. Otherwise we tend to use the zone hospitals, because then you come back with full HP/End and don't have to zone to the base and out again (gah, it takes so long to zone into bases!).

So personally I would say the Infirmary is probably the last thing on the list for a PvE-base, just to get if you have space for it and can spare the prestige (although PvP raid bases need it asap as I understand it). I certainly made sure we had all the teleporters and storage we wanted (and the power/control we needed) before I went anywhere near an infirmary.

But yeah we’ll probably use our Infirmary more when the Devs implement the “return to mission” teleport beacon (I think that /bug is only in CoH at the moment, bloody_torso? - hasn’t happened to anyone I know in CoV since I7).


 

Posted

[ QUOTE ]
Hmm... just set up one of these last night and it sounds pretty useless actually , think I'll have a chat with the lads see if there is anything else they feel might be useful without jumping into raids...

[/ QUOTE ]
Gravecall give me a yell if you have any questions about base-building for small PvE villain SGs - we have full PvE functionality in ours now (only thing we lack is empowerment stations, because I didn't want anyone burning salvage until we know what the Invention system needs, and the 3 unlocked med items). I know you had trouble zoning into our base last time Gravecall was teamed with Mortana, Dark Kazail and I when we did that SF, but we can try again if you want to have a look around our base and see what's what.

Test server is also a good place to test out ideas and see how things look too - they're still giving out 36mill prestige to characters who create an SG on Test (at least they were a few weeks ago when I copied Mayhem over to test out a respec build). I tested out different base set-ups on Test (and worked out how much it would cost) before I revamped our SG base - I didn't want to start moving things around and adding things before I knew we could afford everything we wanted.


 

Posted

Think Nightfall is pretty much full on PvE aspects anyway as the only upgrades would be another/larger TP room for the extra beacons and the other 2 Workbenches (trying for the expert at the moment so maybe it'll give access to something useful too, basic doesn't offer much other than teleporters so not adding it again until needed). If there's anything useful we don't have I'd appreciate the head's up:

We have:
Workshop - 1 salvage storage, 1 inspiration storage, 1 enhancement storage, middle workbench, tier 3 tech empowerment station, tier 1 arcane empowerment (as an arcane group I'd rather members don't use arcane salvage like this).
Control - main control + 2 bookshelves for total of 150 control, also have arcane version of SG mission computer.
Power - main power, no aux, so whatever the basic output of that thing is.
TP room- with 2 Teleporters and 4 beacons.
Medbay (the little 50K thing)- with 1 rez ring, a little over half way to first SG heal badge so no aux.

A Cathedral of Pain capable base would be nice but it's a bit beyond our current reach. Still, I'm still trying to recruit more as ideally no SG member should ever have to solo so lots of internal teaming is the goal. Think we were up to 20 players last night, with me having all my 12 toons in the SG, so 30+ characters, a nice start IMO considering I only started actively recruiting over the weekend (previously only sent invites to people requesting SG membership over help channel).
Would appreciate any guidance in being a good SG leader too of course.


 

Posted

We just have a basic table - if I needed an advanced/expert table for anything then I’d build one, use it, then sell it back to save space/control (expert table takes tons of control). Components aside, most of the recipes on the other tables are defence items for base raids (list of recipes here: clicky). I think all I’ve made so far is telepads and SG mission computer - I’ve considered a megamonitor or holodisplay, just for visual variety, but we don’t need more control yet (still room for 2 more auxiliaries in our 1x4 control room).

When I redesigned our base I mainly did it to put in the 3x4 workshop and teleporter rooms, so the base didn’t feel so small and cramped. Our previous two 2x2 porter rooms and 2x2 workshop were probably a more efficient use of plot space, but I wanted to stick in decorative items so the rooms looked less like boxes and more like actual rooms. And aesthetically I wanted to have all 4 telepads in the same room, with the beacons on the overhang above them.

Here’s a screenshot of The Islanders’ current layout: clicky - you can probably tell what is in each room from it - the only functional addition since this shot was taken is that I’ve put an insp store in the infirmary (for surplus blues/greens for faster recovery after rezzing there) instead of the tree (don’t ask...). We actually have 3 insp stores (we bank every large size insp we loot for LRSF runs) and 7 enhancement stores: 5 in the workshop (1 per origin), 1 in the control room nearby (HOs) and an empty one in the power room (for overflow and for transferring SOs to alts - we tend to keep alts in SG mode all the time and fund their SOs from our mains).

I think the only PvE thing we don’t have is empowerment stations - like you I didn’t want us burning up salvage, at least not until we know if I9’s Invention System uses new or existing salvage - though I may have to add some soon as our salvage stores are nearly full.

I'm hoping the Devs add more PvE functionality for bases because we have about a million prestige banked and not much worth spending it on. With a 3-person SG (we don’t want to expand into a big SG - we have lots of global friends) we pretty much have all we need now for PvE, and we don’t have the personnel or motivation for base raiding.

[ QUOTE ]
Would appreciate any guidance in being a good SG leader too of course.

[/ QUOTE ]
I can't advise much in CoV-terms, being co-leader of a 3-person SG That said, I’ve led guilds of all sizes in other MMOs (from 3 players up to 100+ players) and understand the pros & cons of differing sizes, so if you want targeted advice just give me a holler in-game or PM me here with what you want to know. I’m a bit anti- big guilds these days, though - leading a big semi-uber guild in EQ1, running 36-72 person raids (often running DKP at the same time) really burned me out on anything too serious/organised/big. Luckily there’s no danger of that in a casual MMO like CoV, but I still prefer keeping things small scale... Also Mortana and Dark Kazail would lynch me from the nearest tree if I started rampantly recruiting new members - they’ve seen me at my tyrannical power-tripping worst in other MMOs


 

Posted

We were saving space in the base that we built, since it's not for raids yet, just teleporting, storage, etc. However, since the Infirmary was (at the moment, before Auto-Doc is installed) a reclamator, we simply turned the Infirmary into a big meeting room with a nice large circular table, decorated the walls, and popped the reclamator in the corner.

We've yet to have an embarassing moment when a half-dead, bedraggled team member appears in the middle of a meeting


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Posted

[ QUOTE ]
That tp straight back to mission can already be done. It keeps getting introduced as a bug in game and when its there it works by you just leaving by the base entrance portal (after rezing in base)

For some reason the developers class it as a bug and always get a fix in for it when they have re introduced it back into the game on another patch.

I do wish they would just leave it unfixed next time they re introduce it.

[/ QUOTE ]

they were saying they wanted to add this port to mission as a feature of an improvement rather than being the default.


@ExtraGonk

 

Posted

[ QUOTE ]

they were saying they wanted to add this port to mission as a feature of an improvement rather than being the default.

[/ QUOTE ]

Result: we will propably have to wait another year for this improvement to be programmed and introduced..


 

Posted

thats the spirit!


@ExtraGonk

 

Posted

The Med Bay is also pretty useful if you die in a Hazard zone. Saves you having to go to hospital in a totally different zone.

Also nice for Hami raids, it puts you back exactly where you died.


 

Posted

is the base hospital pvp bug still there where you base click and it just resses you on the spot?


@ExtraGonk

 

Posted

We have one If I am gonna edit base and am dead it works but otherwise it is kinda suckey.


 

Posted

[ QUOTE ]
is the base hospital pvp bug still there where you base click and it just resses you on the spot?

[/ QUOTE ]

Never had that happen to me.. Sometimes the base has kicked me out straight after rezzing at base though.


 

Posted

It certainly did this for me last week in RV, rezzed me right there, where I'd died.


 

Posted

if your unlucky enuff to hit take me to base at the same time the base mapserver thingy is having a fit and dropicking everybody from there bases it will res you on the spot

ive noticed this a few times myself normaly when im tring to do a fast travel back to base to log out


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Posted

[ QUOTE ]
The Med Bay is also pretty useful if you die in a Hazard zone. Saves you having to go to hospital in a totally different zone.

Also nice for Hami raids, it puts you back exactly where you died.

[/ QUOTE ]

Yeah, specially if you are doing anything on the Shards. Dying and going back to the mission door in this case is really nice.