Artisan Archive

Thread: Help!! Noob here, need to get some answers

Woohoofreedom
Sun Jul 13, 2003 7:40 pm
#1

Hiya, I started playing swg 2 days ago, and although I had played beta for a very short time (before being kicked because I yelled at the devs [big mistake]), I didn't really get a chance to learn anything but some of the basics. I am now an artisan with the basic medic skill learned and lvl 1 engineering and lvl 3 surveying. I am still with my noob gun but I have made upgrades for it successfully so far and I have no armor. I'm thinking of training scout so I can gather hide and bone to make some crude armor of some sort... because after reading a post about mob spawns, the server detects your skill level and then spawns mobs in difficulty accordingly. Well if my skills are high and I have no armor and only a noob weapon, I'm pretty much sol.


I'd like some advice as to what I should do next. I have around 5k in the bank now and am thinking of getting some harvesters. Is it expensive for upkeep and can each harvester extract more than one resource or just one type at a time? Also, Are there any good artisan guilds on Bria I could join? Preferably Rebel in faction.


Thanks.

Permethrin
Mon Jul 14, 2003 5:51 am
#2

I'm not sure you will be too overmatched on getting missions assigned to you. From what I read, the mission terminals don't just look at your crafting skills. Anyway, I don't think how they decide what level mission you get is too relevant at this point. Here's one person's advice. I have a novice weaponsmith that is two boxes shy of master artisan and here's how I approached it.


My characters is base trained in artisan, scout, medic, marksman. I think to successfully complete missions, I had to have a weapon skill. I went carbine, but that is a matter of preference. You need weapon specials to have much success at shootemup type missions. Some others that don't want to spend skill points and time on marksman training have advocated using delivery missions to gather credits. If you choose a weapon class (pistol, carbine, rifle) you'll have to use trial and error to determine what animals are most susceptible to your specials. For example, I went carbine and get leg shot. Paralopes and durni's are particularly susceptible to this attack, so I don't have much trouble getting them.


Harvestors will cost you about 700 credits a day to maintain. You'll also have to supply them with power. I made the mistake of not planning power in advance. Whatever means you choose to power, start gathering that first. Nothing worse than having to pay maintenance on a harvestor that isn't working while you are gathering power for it .


Harvestors can only extract one thing at a time. When I select my harvestor site, I try to overlap minerals so I can gather two with one but this can be a bit tricky. It depends on what you decide to craft long term. Then you have to switch them back and forth between minerals.

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