Bio Engineer Archive
Thread: MBE + Med exp
It's been discussed ad naseum, both in the corr forums and in the CU forums. The trouble is this:
From the doctor and CM point of view, they were stripped of their medical crafting ability. But to balance that out, they were given a skill point req reduction, and given the ability to dabble into the BE tree to get back that ability. There is no way, imo, that we can argue that the best medicines be put out of reach of the doctors and CM's. That is a battle we cannot win. I think the best we can hope for is equality in this area. Equality meaning that a long-time BE without any other medical skills other then the pre-reqshas a good opportunity to compete with a long-time doc that is 0-0-0-4 BE.
What I've heard from fellow BE's, and I agree with this, is that our concern in this area ought to be that we fight to make sure that our other areas of crafting have some protection from the one or two-line dabblers. And that master BE's still have significant benefits. That is my primary concern right now.
bline163 wrote:
I'm trying to be constructive here, but why in the world is there nothing important about the MBE box for the medical stuff? Should that have the greatest reward for crafting anything to do with BE? Well now that all the medical stuff is in BE it's only in four boxes. Yes 0004 is all you need to make doc stuff. I think this will make so many more BE's just for that reason and make this profession something horrible. Now that med exp is put in BE prof were all screw there because we didn't get all the ca's we need to compete.
I really think this issue needs to be address of the next few weeks. I hope the correspondent reads this and voices his opinoin and the communities view too.
Message Edited by ArthurDentOnBria on 04-01-2005 09:58 AM
Kelderek wrote:
If BE xp and Med xp are separate and BE xp still caps out in the master BE box, then I really don't care if the Med xp caps at BE crafting 4. Pre-CU to craft meds you needed MDoc (+ skill tapes if you wanted 12 points). If a BE wanted to craft meds you would have to get MDoc in addition to MBE (I don't even know if this was possible with skill points). If that was possible you could have maximum crafting skill for both meds and BE tissues/pets.
Under the new system, if my understanding is correct, if you want to have the maximum BE and Med crafting skill you would have to master BE, but if all you wanted to do was be a good med crafter and didn't care about making BE tissues/pets, then you only need BE crafting 4. This makes sense to me. All the MDocs who move over to BE to craft meds can just get crafting 4 and they can craft the best meds possible and since they don't have the full 10 points for BE crafting that a MBE has they will be less able to intrude on BE tissues/pets.
The one area I would be concerned about are the lower-level BE schematics like MNSs and BSNs which often max out in stats without using a full 10 points. For pet crafting I doubt anyone would be able to compete even for low level pets with just novice BE DNA sampling skill.
If my assumption at the top of this post proves incorrect then all bets are off.
bline163 wrote:
I'm trying to be constructive here, but why in the world is there nothing important about the MBE box for the medical stuff? Should that have the greatest reward for crafting anything to do with BE? Well now that all the medical stuff is in BE it's only in four boxes. Yes 0004 is all you need to make doc stuff. I think this will make so many more BE's just for that reason and make this profession something horrible. Now that med exp is put in BE prof were all screw there because we didn't get all the ca's we need to compete.
I really think this issue needs to be address of the next few weeks. I hope the correspondent reads this and voices his opinoin and the communities view too.
I support this change (see my other post) and I suspect most other professional crafters would as well.
ArthurDentOnBria wrote:
Yea, right now that is not the case. The BE experimentation has been merged with med experimentation, and the masters box gives no additional advantage there. So that to me is the concern. That someone say at 0-4-0-4 can craft an equally good BSN as someone at master level, which has never been the case before. In fact it could be argued that someone at 0-0-4-4 and +25 skill tapes could possibly craft a better pet then a master could, which is another concern of mine.
Kelderek wrote:If BE xp and Med xp are separate and BE xp still caps out in the master BE box, then I really don't care if the Med xp caps at BE crafting 4. Pre-CU to craft meds you needed MDoc (+ skill tapes if you wanted 12 points). If a BE wanted to craft meds you would have to get MDoc in addition to MBE (I don't even know if this was possible with skill points). If that was possible you could have maximum crafting skill for both meds and BE tissues/pets.Under the new system, if my understanding is correct, if you want to have the maximum BE and Med crafting skill you would have to master BE, but if all you wanted to do was be a good med crafter and didn't care about making BE tissues/pets, then you only need BE crafting 4. This makes sense to me. All the MDocs who move over to BE to craft meds can just get crafting 4 and they can craft the best meds possible and since they don't have the full 10 points for BE crafting that a MBE has they will be less able to intrude on BE tissues/pets.The one area I would be concerned about are the lower-level BE schematics like MNSs and BSNs which often max out in stats without using a full 10 points. For pet crafting I doubt anyone would be able to compete even for low level pets with just novice BE DNA sampling skill.If my assumption at the top of this post proves incorrect then all bets are off.
Message Edited by rahbert on 04-01-2005 04:25 PM
Kelderek wrote:
If BE xp and Med xp are separate and BE xp still caps out in the master BE box, then I really don't care if the Med xp caps at BE crafting 4. Pre-CU to craft meds you needed MDoc (+ skill tapes if you wanted 12 points). If a BE wanted to craft meds you would have to get MDoc in addition to MBE (I don't even know if this was possible with skill points). If that was possible you could have maximum crafting skill for both meds and BE tissues/pets.
Under the new system, if my understanding is correct, if you want to have the maximum BE and Med crafting skill you would have to master BE, but if all you wanted to do was be a good med crafter and didn't care about making BE tissues/pets, then you only need BE crafting 4. This makes sense to me. All the MDocs who move over to BE to craft meds can just get crafting 4 and they can craft the best meds possible and since they don't have the full 10 points for BE crafting that a MBE has they will be less able to intrude on BE tissues/pets.
The one area I would be concerned about are the lower-level BE schematics like MNSs and BSNs which often max out in stats without using a full 10 points. For pet crafting I doubt anyone would be able to compete even for low level pets with just novice BE DNA sampling skill.
If my assumption at the top of this post proves incorrect then all bets are off.
In the current system, even though youget all experimentation pointswith 4 boxes of crafting,you needed master doctor for schematics to some of the most important meds (Enhance Medpack Constitution, Stamina, Quickness and Strength). My proposal is to turn this around. Have all schematics available at 0004, but one or two experimental and assembly points at MBE.
I'm cool with all those too. I'm just skeptical that (1) and (3) are possible without massive programming changes.
Kelderek wrote:
1. Separate the BE and med crafting exp points and schematics.
2. Keep BE 10 points at master.
3. Keep BE crafting without SEAs.
Do those 3 things and I'll be happy and I don't really care what they do with the med side of things.