If you play a medical archetype, your options for actually healing people are limited to either using a medpak, a specific medical kitbag, and a room/vehicle with medical facilities (a clinic or an ambulance). You can get medpaks on day 1, but they aren't very good for much of anything save for stopping bleeding (which is kind of important admittedly), and the kitbag is a high-value item that costs more than several entry-level vehicles even from a fixer, so being able to actually use it in the Mix and not have it immediately stolen/mugged from you is gated behind a lot of circumstance.
The absence I'm trying to highlight here is that there's no middle ground between 'gas station medpak' and 'tactical combat medic supergear' in the 5-8k chyen or so range. I and I think a lot of other medic players would love if there was some cost-effective in-between option that let you heal wounds better than a medpak (admittedly not hard to do) but obviously not as great as a kitbag, a clinic, or an ambulance whilst also not be able to do the extra bonus thing that the kitbag can also do.
I've noticed a lot of discourse about medical archetypes often moonlighting in other professions, and given the restrictions described above, it makes a lot of sense as to why. More available medics not being chained as heavily to clinic rooms might make people a little more willing to do dangerous stuff if they can fork out for one. Or maybe the kitbag is just too expensive? I'm not really sure.
(Edited by Ameliorative at 4:32 pm on 3/23/2026)
(Edited by Ameliorative at 4:34 pm on 3/23/2026)
