Medics vs Trolls

DISCUSSION

I wanted to discuss with you guys the current implementation of the medical beacon system, and how rife for trolling I believe it is. I'm not suggesting it be removed or calling out specific trolls, but I am curious what your thoughts are. The other threads with discussion on this were removed for calling out specific people, which is totally fair, I just wanted to have an actual conversation on the topic.

Currently, in my opinion, it seems like the system is far more advantageous to trolls than it is to people that want to be legitimate medics or people that want to be saved by legitimate medics. I think this is true on both ends, the 'medic' responding to the beacon can very easily troll, and the person putting the beacon out can very easily troll. Actual medics needs to be on the defensive, but they have massive disadvantages. Patients can't do anything since they are on the floor.

Firstly, for the Medic themselves responding to a beacon, they are risking their ship and its inventory, their inventory, including medical supplies. The medic will have the medic gun out when they revive someone, and unless they instantly switch to a shotgun and back away slowly, they are entirely dependent on their patient deciding not to murder them for laughs. For that range there is no possible way to respond to a threat when it identifies itself, the moment they start shooting the medic is dead. If the medic shoots first, they get a crime stat and are locked out of further medical beacons, and will probably lose their stuff anyways. Its possible to group up, but if the only way to avoid griefing is to go with a team, then its going to be exceedingly rare that a medical team is present on a server at any given time, and most beacons will be ignored.

Then for the patients themselves, there is nothing stopping a "medic" from murdering them while on the ground. The "medic" will get a CS, but they know that, and they have decided its worth it if they can upset the patient, for whatever reason, and they clearly had no interest in rescuing others so not being able to respond to more beacons with a CS is hardly a punishment. They are also basically told that the patient has enough stuff on you to be worth looting. If the patient instead decides to backspace, they will have a chance at recovering their gear, since at least no one else knows where it is.

I realize there will be a reputation system later down the line that could fix all of this, but my concern is that with the current implementation people will stop bothering to respond to or sending beacons once the novelty wears off. It won't take long for beacons to get a reputation as troll bait, and which point I don't see why anyone will bother to use them. I don't mind having an element of risk/reward to the game, but it's not enjoyable to have a system where you're entirely dependent on the other person not being a jerk, and having zero way to work around it if they are.

I will say that I love the medical mechanics as far as doing team activities is concerned, my only concern lies with the beacons and how easily exploitable they are. I'd also be fine with it if you could use them to troll, but the other person has some reasonable counter-play.

​

TLDR; Every mechanic in 3.15 gives advantage to people that want to troll the system and take advantage of players trying to play the game as its 'intended'.

Posted Nov 2, 2021, 6:53 PM UTC · edited

6087
-Zagger-Legitimate Businessman•

Just wait till they add medical licences. You gotta pay to get one, and if you fail enough you can’t do anymore medic missions.

34
Ouity•

If you failed "enough" I dont want you to rescue me either so fair enough :)

10
LevelStudentOP•

This would certainly help with medics griefing patients, but not the other way around. Unless there was also a 'patient' rep which I wouldn't be against either.

8
-Zagger-Legitimate Businessman•

I’d imagine medical gameplay will deviate into a kind of ‘Trauma Team’ atheistic, where medics will be accompanied by mercenaries to keep them and the patient safe from whatever killed them.

6
LevelStudentOP•

I don't believe the payout is nearly good enough to support that, and increasing the payout just means fewer people will send beacons out in the first place since it's already more expensive than most sets of gear.

4
DanceJuice•

I think 30k would be an appropriate basic payment for 2 people (1 medic, 1 guard) to accept a medical callout in a High Security system. In more dangerous areas it should be a contract bidding process. If you want a trauma team with good reputation to a pyro station for example, you should be willing to pay premium, since the odds of recovering your ship and gear will be quite low.

In this case I would imagine it would need to be profitable for a team of 4 or more, so 100k or thereabouts. It would depend on how expensive your insurance/gear is.

3
Durghhamill•

I agree. On the other side, as with many new things in SC, medic trolling will be a fad for a short period of time, like OD in landing zones or back in the old days driving a Greycat into the elevator of old ArcCorp social module elevator.

Trolls distribute evenly over time and space and while they are always a nuisance when new stuff comes out, they tend to be less frequent in the long run of the game.

I would definitely go with a Trauma Team approach in Pyro, maybe a dual team medic/bodyguard in Stanton in the long run.

2
styrr_scDistress Bacon•

Hm, I think you give the trollls too much credit here. Both OD and Greycat litering were actively shut down by changes in game (disabling the Medgun in armistice zones and putting up posts at the airlocks).

1
FratumHospitalisreliant•

I'm just not seeing a massive amount of (competent) people willing to sit around and run escort for medics and miners. Plus throw in the money factor and it just doesn't seem like it will be a reality.

1
Citizen_DerptyDerp•

It shoulld list the amount of times they've spawned/logged at Grim Hex vs other regions. Plus number of prison visits.

Although, while I'm thinkiing about this, no one would likely revive me, even though I'd never shoot someone who's come to help me.

Guess I'll have to trip over and get medical help a few times before I start any shady business.

1
SenatorMittens•

This would be great to be honest.

1
Fletchman1313•

I think the fact that only one person can accept a rescue beacon is flawed. It should be at least jurisdiction-wide if not system wide. It would be like getting firing a flare gun to signal your location; anyone in the area is going to see it.

Another idea might be that only people without a crimestat can respond to a rescue. We wouldn't allow convicted child-molesters around children or schools.

And yet another idea would be the medical license idea someone brought up. Just like a Bounty Hunter license, you need to get a medical license to answer a rescue call.

Or another idea is that a rescue request goes to a separate dispatch, and when a call is made it'll automatically send a Cutty Red and maybe a Cutty Blue to assist regardless if a player accepts the call. This dispatch would be an emergency channel, so all medic role players would monitor that channel if they wanted to. If the medic doesn't make it, the NPC's get there and take care of the victim. This wouldn't prevent rescue killings, but it would require some effort since the troll would have to monitor the emergency channel and head out to attempt the kill. And maybe the NPC Cutty Blue would be enough of a deterrent.

16
chevalglass•

you currently can't grab medical beacons if you have a crime stat (OP mentioned this).

the problem is that a CS can be cleared relatively easily or is of little consequence to a troll.

There needs to be a reputation for medical stuff so that those actions are punished beyond the time a CS does. If you lost two ranks in a medical reputation every time you shot the patient (which I suspect they could easily detect), then trolls would have to gain that rep back in order to get another beacon.

tbh, I'm a little surprised they didn't add a "bounty hunters guild" equivalent for medical after spending so much time getting reputation in and stating how much future systems and mechanics will integrate with it and drive progression, you'd think when something simple (like adding a placeholder reputation org) could help drive today's gameplay, they would jump on the opportunity.

7
ASense0fPurposeMSR•

Also kind of surprise they didn't either, if they did they could even implement some sort of tiered medical beacon where it costs more aUEC for someone more qualified (less likely to encounter trolls as failed beacons would result in rep loss creating a rep grind for continuous trolling).

Also not that I want to lock it up for everyone, but putting the medical gun behind the first rep tier or something as a reward would give some more use to the multi-tool attachment and the pens over going straight for the medical gun which feels like a must have currently.

Additionally that could create some simple PvE missions for medical gameplay to gain reputation like deliver medical supplies, heal/treat x and location y, recover body and deliver to nearest tier 1 hospital (through those emergency drop off points), etc.

3
LevelStudentOP•

Also not that I want to lock it up for everyone, but putting the medical
gun behind the first rep tier or something as a reward would give some
more use to the multi-tool attachment and the pens over going straight
for the medical gun which feels like a must have currently.

I agree with this as well, it's currently too easy for everyone to run into every situation with all the medic gear they would ever need, which makes it tricky to specialize as a medic instead of it being a 'gig'.

7
Citizen_DerptyDerp•

Probably not the effect you were hoping for, but it would also make it more interesting for pirates... If they can only get it via piracy, it becomes one more challenge to the pirate life.

3
Runefist_Smashgrab•

I think there being only one armour mount for a utility gun will change things down the line. Now the multitool has a cutting torch, medigun, and tractor beam, but later there will also be salvage and repair functionality.

I think a lot of people will consider being able to do quick ship repairs, cargo manipulation, and basic healing a better option than a tool that only heals.

2
Low_Will_6076•

Meh, so u heal him collect the reward, make some small talk then kill him when his guard is down.

Then u get the $, the +rep, and the items/ship.

1
Durghhamill•

I would like to see a cool down period like probation time that gets exponentionally longer if misdemeanor charges are filed.

troll - CS, cannot accept med rescue missions for a time of 2 hours plus extended probation for 12 hours

misdemeanor within probation period: Cannot accept med beacon for 6 hours plus extended probation for 24 hours

and so on…

1
DanceJuice•

Yeah I like the medical licence idea. Have paramedics be its own 'faction' with rewards for doing more and more callouts. But betraying someone would get you kicked out. Obviously this would require a robust system to capture all possible cases of misuse.

3
[deleted]•

[deleted]

1
laelgon•

I mean... yeah. It's an open PvP game trying to get people to RP like they're actually inhabitants of the universe. This was always going to be the result.

The aggressor/troll will always have the advantage because games are incapable of determining intent. That means relying on strict numerical systems, which means they will know exactly where the line is and abuse it to their advantage.

If I know you don't want a crimestat, well then I can walk up to you and shoot you because until then I haven't actually done anything the game can measure as aggressive. If they decide that pointing a gun at someone for long enough counts as hostile, well then I sprint towards you while staring at the ground. If drawing my weapon counts as hostile, then I body block you in a doorway until you get frustrated and do something aggressive. There's no end to it.

8
LevelStudentOP•

I mean... yeah. It's an open PvP game trying to get people to RP like they're actually inhabitants of the universe. This was always going to be the result.

Sadly i think this will be an issue with many of the mechanics CIG has planned. Trolls always seem more common than people that do light RP and use mechanics how they are expected to. Or, at the very least, they stand out a lot more.

7
gambiterCarrack•

I agree. As it stands, I don't trust the current system to bring a medic I can rely on, so I don't even bother. And with the current right bracket/left bracket system, I haven't bothered to even try responding to a beacon, because they always happen when I'm either in the middle of another mission, or on the other side of the system.

Also, why is the default amount 15k? People start with less than that, and they'll have to spend their initial money on weapons, armor, and fuel/repairs for their ship. So after the wipe, there won't be any players who can afford it. That's a short-term problem, but still. It would be nice if a player could set how much they're willing to pay.

I really love the idea of assembling a team for medical gameplay, but in the current iteration it seems like it's only useful for getting revived by a teammate that's already there with you.

7

So far I am running at 100% of times I put out a medical deacon it leads to people waiting to loot you when time runs out or you backspace.

You are more likely to get your stuff back by quickly respawning and trying to get back to where you were.

7
SmoothOperator89Towel•

I'll repost what I said in the other thread:

This could be fixed with an expanded community management app. If you had a white list and a black list, you could set your beacons to only appear to white listed people or not appear to black listed people. Defeats some of the randomness but you could always turn off the filter if you really want to roll the dice or if you don't have anyone on your lists.

5
LevelStudentOP•

I would like the idea.

I totally get why the reddit mods don't want witch hunts posted here, but a specific rating system made by players would work in until CIG adds something that works a bit better.

It still only helps half of the issue though, since the downed person can't be choosy about who takes the beacon.

2
SmoothOperator89Towel•

That's the point of the lists, though. If they were in-game, they could filter out who can and can't see your beacons. Basically sacrifice some of the realism of a distress beacon for the sake of making people feel safe when they ask for aid. No matter what kind of automated system is in place, players will outsmart it and use beacons to rob downed players. If you give players the agency to say "I only want these people to see my beacons" or "I don't want these people seeing my beacons" they can actually be used for their intended purpose.

2
BladedDingo•

Isn't there a rating system in the game already? When you accept a player beacon you can rate the player after they complete your mission. When you set the beacon, you can request only x star rated players can accept. If they get a low enough rating, they just don't get to accept these types of beacons.

0
chevalglass•

OP mentioned that if they come and rob/leave you, the mission never completes, so you can't rate them.

3
SmoothOperator89Towel•

The rating system can be gamed. As others have pointed out, you just need enough friends to give you a good rating, and a few bad reviews won't matter. With a black/white list, it gives more agency to players. If BladedDingo is a known pirate, I'll add him to my blacklist because I know he'll just rob me when I'm down. Doesn't matter if we've never had an in game interaction if he's robbed my friend.

1
BladedDingo•

It's honestly over-complicating a solution to a problem that doesn't really exist in the grand scale of things.

I guess thats a hallmark for this sub though.

The amount of trolls will be high for this patch, then they'll move onto some other meta trolling activity later.

A black list is unnecessary. Yes a rep can be gamed, but the effort to game the rep just to troll downed players would be more than enough to deter any but the most dedicated.

-2
Sterley•

I didn't read all that, but I get the gist and have a few thoughts, the most salient being:

Remember players doping up people at the ship terminals? That got patched out. This will be fixed in the exact same manner.

We could stop there. CIG certainly understands the issues with the current iteration, these posts are plastered all over. No doubt salty ship-terminal-doper-uppers are flocking to this new mechanism for asshatery, which is the very best thing that can happen as it'll make the issue stand out so it'll get fixed.

They have several mechanisms to fix it. Here are a few thoughts I'll toss out:

  1. If you fail on a few rescues in a row, you get a timeout / lower rating / etc. that either has to expire over time or that you have to overcome in some way (doing NPC rescues to gain back lost rep / rating for example). When your rating is sufficiently low, you can't bid on rescues for a while. How does this fix it? A troll can use this method of trolling once or twice, then not at all for a long while. Where is the fun in that?
  2. Downed player accepts or rejects rescues - meaning, you're beacon is "lit" and there is a 2-3 minute window where multiple people can bid on taking the rescue beacon. You can assess their rating and pick who you want to get the mission. How does this fix it? Trolls will have a shit rating (even if they artificially inflate it with friends first) as failure is punished heavily in terms of rating drop in this scenario, and players simply will deny them the rescue.
  3. Friends-preferred rescue bidding. Simple. Toggled setting for Org / friends to get the beacon first. Can toggle off and go "normal" if no org / friends are on. Make friends as you go, over time you can completely avoid the trolls.
  4. Players can rate whoever accepts their beacon no matter the outcome. Has issues with THAT being used for trolling, but it could be a balance they employ in some way.

These are just super quick off the cuff ideas and I don't like several - just illustrating how much they have to work with here. CIG will have far better solutions. I'm not worried.

4
Low_Will_6076•

So the trolls will heal them first, then kill them. Plus rating/rep, get reward, still troll.

1
Sterley•

If they kill them, they get a crime stat. Can't rescue with a crime stat. It is not sustainable.

1
Afroduck89•

CS is not a permanent stain in your resume, it's a temporary lock.

I mean the OP point still stand, right now (so 3.15) you have to rely on the good faith of all parties involved, which makes me wonder if i really want to wait 10-20 minutes to be rescued with the risk of being trolled only to save equipment.

I think on PTU the trolling is also a byproduct of everyone trying the feature with pretty much unlimited resources.

1
Sterley•

I agree that the trolling is temporary. Even though the old Olisar pad ramming behavior was annoying, I played extensively at the height of it being an issue, and it was relatively uncommon to actually experience. I believe that the vast majority of players in the game are good and will work together. That won't make the inevitable trolling any less painful when it does occur, but it won't be the norm. It hasn't been the norm to date, and that won't change.

Still, I look forward to some balance that offers the right incentives for the intended behavior. It should be that doing it the right way offers the very best reward outcome. That's the best they can really do.

1
AmrokmfcFreelancer•

I think that it’s in it’s early implementation and there will be growing pains in the community. A few things will ease this, though:

  1. Player bounties on other players. Yes, it’s likely this will be a thing. So those of you who think you’ll commit the perfect crime and not get a CS might still have an entire server looking for you anyway. Overtime, that will reduce the number of griefers/trolls and only dedicated pirates/thieves will do things like this.

  2. player reputation with other players (not NPCs). A certain level of “name and shame” shoild be allowed. Got video evidence? Absolutely should be allowed. Willing to risk your own reputation to call someone else out? Should be allowed if there is some amount of evidence to back it up (witnesses, chat logs, etc). A good number of trolls act the way they do because they can be anonymous and avoid any amount of societal repercussions. We, as a game community, are a type of society and there should be consequences for actions. Do something awesome? You should get credit. Do something horrible, you shoild get credit. And for those who think there shouldn’t be, why do you think someone should get to play a pirate and the community not acknowledge that they’re a pirate? It’s part of the role you want to play. So some amount of “name and shame” should be allowed.

  3. Doing harmful things against a player should have a negative impact with the NPC organizations that player is in good standing with. Doing good things should have positive affects to the player. Now, you don’t just get a CS for attacking a player, but you’ll lose reputation with Hurston or AcrCorp, etc. If you save someone as a medic, you should get reputation rewards for it.

At the end of the day, there are going to always be people who look for shortcuts or who dedicate time to being a negative to someone else. Do your best to protect yourself and try not to let them get to you. Don’t rush in to a beacon without scouting it first. Be prepared to abandon a beacon if you think someone is going to abuse you while you’re in a downed state.

3
cr1spy28•

Are they not planning on removing the server wide chat and making it into more local chats instead?

People have such unrealistic expectations for the way this game is going to play out and it’s as though half of you have never played an online game before, never mind a pvp enabled sandbox. As stakes for things get higher(more expensive items that you lose) more and more people are going to turn to shoot on sight.

1
KarghenRescue/Repair/Refuel/Rearm•

Honestly you point out a much more fundamental problem to the crimestat system as a whole. The issue of you can't pro-actively defend yourself until you are fired upon.

In real life if someone was coming at me with a weapon and I had a reasonable fear for my life or the life of my loved ones I would be justified in shooting that person in self defense.

The issue here is the current crimestat system can be gamed by griefers who can guarantee a negative outcome for their victims either by killing them and taking their stuff, or provoking their victim into an action in which they defend themselves but now attain a crimestat preventing them from doing what they really want to do (in this case being a medic).

Not sure how to solve it, but it's going to be a major tool for griefers just like it has been in every other PvP world where a systematic law system was tried and this goes all the way back to Ultima Online 20+ years ago.

3
Rumpullpusdrake•

thing about the PTU is no one who is on it is actually interested in playing the game as intended. they're there to ether bug test, see the new shiny, or screw around. those people who are there to screw around or troll people are always going to be over represented in the PTU. in other words, there are always going to be a bigger percentage of players looking just to screw around or troll others in the PTU because of the nature of the PTU (you're given lots of money and no long term consequences). this won't be true once the game goes live and that is why I think we should wait until it does before we start passing judgement on what will be an issue or not, because IMO I think many of the issues people have with trolling in the PTU are overblown and won't necessarily translate into the live environment.

2
Low_Will_6076•

I promise there will be more trolls and griefers when the game goes live.

Many more.

In a full loot pvp mmo there might even be more trolls and griefers than carebears.

3
Rumpullpusdrake•

We shall see. IMO the "griefing" problem in this game is already overblown. Not saying it doesn't happen, but some people would have you believe that it's all that ever happens and try to use the PTU as an example ( which is a bad example for the reasons that I already stated). Players act and make different decisions in the live environment.

2
BrainKatana•

I don’t think of myself as a medic or an ambulance driver. Stanton is not a safe system, it’s protected by an absolutely MASSIVE budget for mercenaries.

You’re a combat trauma team. There’s a reason the Cutty Red has gun racks and seats 3: because you’re almost always gonna be headed to someplace someone got shot.

With regards to the other forms of grief, like taking a beacon you don’t intend to fulfill, I think that this will be solved with a combination of a reputation/certification system and appropriate penalties in place for the person that fails to fulfill the beacon.

In general though, when you go down, just assume you’re dead. If you’re really salty about it just quit the game from downed state and you won’t lose your stuff.

2
Snarfbuckle•

Well, there need to be some rules in regards to missions set up that players create and other players agree to get.

  • Loss of reputation if mission giver kills or harms the one accepting it

  • The above applies to associates/friends/group within close range of the mission giver (so that someone close by does not just snipe the medic and the mission giver goes free)

  • If the medic fails to rescue the mission giver they take a regular reputation hit due to failure of the mission.

  • Missions cannot be cancelled after it's accepted

2
todd10k•

Idea: Medic beacon payout is set much much higher. Player pays a small percentage of the total, but total payout becomes a function of economic prosperity of the planet/system ( or just the local government.) Medic beacon payout is player 30%, System 70% or something like that, ratios can change. As you go into systems with lower secuity/prosperity, % from system drops until it hits 100% player contribution. This eliminates the downed players disincentive to call for a beacon instead of just backspacing in high sec systems.

It doesn't eliminate the opposing player from trolling, but to be frank, i don't think we should try to stop that. We cannot choose how other people play the game, only ourselves. The freedom to choose your moral compass is one of the best things about games like SC. One day i might feel like helping, other days i might feel like trolling. You can't take away peoples right to be an asshole.

2
LevelStudentOP•

Again, I don't want to take away players ability to be an asshole, but there needs to be some mitigating factors that don't entirely depend on praying they don't. Like I pointed out, there is nothing you can do to either gauge the risk of going to revive a certain person, or have any chance to respond if they turn hostile. TTK is incredibly low, so if they want to murder the medic it will happen before they are able to respond.

2
todd10k•

I understand, but there is no risk without reward. when you go anywhere in the verse there is always the risk you'll run into someone who is happy to fill you full of lead just because they can. You already have a risk mitigation tool, partying up. If you want to solo it, go ahead, but you run the risk of becoming a victim.

I do not want to see any sort of system that curtails what is essentially emergent gameplay. Be an asshole or be a saint, we all get to choose freely. There are already consequences in the game that curtail criminal behaviour, i don't see the need to further compound this with more arbitrary systems.

1
Z0MGbiesaegis•

Oh I think it was mine that was removed? Lol

I got no notification about that, maybe im wrong?

The top response there was my fave, and the below is the first-reply to it expanding on the original top comment:

  1. Forces them to pony up UEC to take the mission
  1. If they succeed it's refunded from escrow + your reward
  1. If they fail/don't complete it the victim gets your collateral

Shipping contracts in EVE worked the same way.

1
dl1313•

oh, shipping contracts in eve were gamed all to hell too. i saw about a million ship to lowsec heavily trafficked station with huge collateral contracts. though i suppose thats trolling in the other direction

2
YGSFox•

I can see orgs hiring their personal medics who will work on a regular basis for them. Random solo players will probably be better off backspacing while orgs have dedicated rescuers which they will depend on and pay fair for their services.

1
LevelStudentOP•

I could see that being a thing for sure, but even if that becomes the reality it will feel like the mechanics have failed in their intention.

2
YGSFox•

Well, it is in the nature of people to abuse systems like that, if we like it or not. Unfortunately even devs are limited in what they can do for troll prevention

1
Lothaire_22•

Flip it and what about patients attacking medics after a revive?

1
LevelStudentOP•

I mentioned both sides in the OP. I'm sure there will be troll medics and troll patients. That's part of what makes it more difficult to solve in a way that pleases everyone.

1
Imarudesalad•

I saw a site which are like the elite dangerous fuel rats and they have pilots, medics and security officers. It works around alot of issues but I think the major flaw are that the servers are different, in ed there are around 2 servers for every region because players will be so spread out. That guarantees at least 2 fuel rats within a 50 ly radius most the time due to the sheer amount of players in one server. On sc however, you may not have enough members of that organisation in one server due to sc servers being significantly smaller.

1
[deleted]•

As usual "the problem is the players not the game. ;)

PS : But why are we talking about "trolls" in a game full of weapons ? ;)PK PLAYERS are there and have been there since the dawn of time in ALL games ;)

Logical clarification.

SC is not a "class" game. You cannot choose a medical class and then the DEV write some rules or benefits through the code.The REP system will help your doctor decide what to take and what not to.

Now it is an alpha, and as already written, it cannot be an alpha only when it suits us and it makes us do our gameplay. It makes NO SENSE to talk about this now. It's an alpha, you always say it, and then you test these dynamics too. ;)The IGC has implemented a tool not a profession. Could it be the T0 of the medical profession? Possible, probable, and so what's the point of complaining?

SC is an open game, it is up to the player to use their brains and understand how to avoid dying, not to put stakes by writing more code. :)Also remember that now "the medical profession" is user-organized gameplay, not written in the game.it is a good initiative of course, but it is an initiative that takes advantage of the game, but it is not yet written to support this thing. (I doubt it will ever be, I don't think it will ever be a "profession" but only tools). FOR NOW ;)Not being a role created in the game, written in the game, it makes no sense to complain to the developers, as I read around on the web.

The point in only my opinion

**Have you invented a profession? Ok, good, try to manage it yourself! It's funny!**I have been an ARMA doctor for 2k hours, when you intervene you can't hope to run, with the tool in your hand like children. It's a game full of guns, it's normal to get killed.Create PROCEDURES, to intervene in an EFFECTIVE, professional, and safe way. Procedures that prevent the killing of the doctor, ways of doing things.

As in ARMA procedures are used to be a doctor, you can create them too.TAKING THE SHIP and running here and there with the pistol pointed is just GOOD WILL but being a doctor is not that! :D is been a suicide :DGet organized, as written in this thread with useful tips.**Do like the FUEL RATS, set up a site where you exchange tips, mark "TROLLS" list, and set up a GAMEPLAY.**Creates an ORG, or a WEB SITE that's why they were created.

What's the solution?

If the players are the problem, the players themselves can solve it. ;)

You cannot hope that in a game full of weapons there will not be someone who shoots you and exploiting the game.I have seen some videos of "doctors" at work is SC. not good at all!

Landing in the area, no scouts, I get off the ship with the pistol in my hairy hands. RUN! :D Without cover, without escort, without tactical approach, it is OBVIOUS that the first one who sees you SHOOTS YOU.

Even though he is not the owner of the beacon and I see someone running in the distance with something in his hand, I shoot. On SC, rulez the FIRE QUOTE we know. ;)So I mean, we're not complaining.

WHY don't we do what they do in other games? It is an opportunity to CREATE a gameplay, to create procedures, to create a place where those who do the same gameplay learn to play.Take the example of FUEL RATS on Elite.Is it in alpha stage? WELL! Take advantage to create something that will become great

. Going to cry at the CIG because "they shoot me when I'm a doctor" doesn't make sense.IT IS NOT THIS to be a doctor, take a tour on a weapon, in a clan, with the ACE advanced medical system, to understand how to work in the field as doctors.Isn't that ARMA? no it's not but it's full of guns, and they make your ass in stripes. ;)

CREATE MEDICAL PROCEDURE. Or take REAL o ARMA 3 procedures, and put in SC.Like this

https://www.youtube.com/watch?v=S8Vh1ZUjNyU

Operational procedures for the recovery and care of the injured.How to get to the site limiting the risks? What is needed, how many men, what kind of armament and the size of the team.Need a spotter? Do you need men to cover up? how they have to move? these are operational procedures. They make the game more fun and above all more EFFICIENT.TAKE THIS FU.. procedures, and fit them all on SC, for the medical class. ;)

**Medic in games is the most precious and important profession / class, the one that keeps everyone alive, MUST BE PROTECTED. This is not being doctors gentlemen. ;)**You can't hope to take your gun and run alone, in a game full of guns and pirates, it's NO MAN'S SKY!If you want to create a profession I say, GATHER ON DISCORD and do it seriously if you want to be taken seriously ingame. ;)

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[deleted]•

I forgot. If you get together and create something SERIOUS about the medical system, people who play SERIOUSLY and know how to play also join you. Have fun, create gameplay, collaborate, create a site, and no BEACON is needed. When they know you ingame they will call you directly from the server chats. If you are many. ;)Make a name for yourself! This is also what alphas are for, and the time is ripe to do so now.
This is the spirit of Star CITIZEN.

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vertago1Linux•

I currently ignore beacons unless they are close enough for me to respond and don't bring anything I care about losing. In the long run I think having a higher player density will help a lot. If you respond to a beacon and it is a trap, there will likely be ways to call for help and ideally enough players will be around that traps will happen in lawless or less traveled areas.

The only beacon I have done so far was mostly a success but I got a CS for trying to take out a turret that started shooting my client's ship after they completed their bunker mission. I flew them back to Everus but my ship was destroyed under a pad by turrets in the armistice zone.

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Tsudico•

Medics as troll should filter out over time as CI adds NPC rescue missions that could act as a reputation builder that needs to happen before player beacons are unlocked. That would reduce the chance of a medic responding to a beacon being a troll by a sizeable amount because most trolls wouldn't put forth the effort to get over the initial hump. Combined with reputation hits for failed missions and the risk/reward ratio for trolling will reduce the numbers a lot.

For medics going to rescue, there will always be risk. If someone is down, it could easily be a hot zone and so precautions need to take place. One thing that could help medics in regard to the downed player might be for a medic to be able to transport a downed player completely from where they are found to the emergency elevator. I have not yet tested if this can be done though, but med beds are stated to be able to "stabilize" people which may allow placing a downed player for transport without reviving them. Then it is just a matter of getting them to an emergency elevator while downed and the medic would stay relatively safe (barring outside influences).

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