Bio Engineer Archive
Thread: The problem with Meat
Maybe you're just going about it the wrong way? I hope you DO find a solution to your problem, I know all about how frustrating it can be...
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=5326
I agree making tissues for clothing shouldn't be mass produced for the simple reason clothing decay doesn't work. A garment that has decayed to zero still passes all its enhanced benefits onto the owner. Surprise...if you're insuring your clothing you're wasting money.
However, when the enhancement for food additives come out (discounting the ones we have now altogether) we will need a way of producing tissues in large amounts on a continuous basis. Food is consumed and in my galaxy at least is a very large part of the economy. These enhancements have the possibility of boosting the economy even more except for the simple fact they can't be mass produced.
Can we call it a slaughterhouse?
I agree though...it's hard to get large quantities and on my server, meat is going for around 10cr/unit, which is insane.
I usually round up my guildies for some dantooine mission action and have them harvest meat for me. I can get a lot from just a couple of hours out.
Here's the important thing to consider when asking for a bio harvester: what affect will this have on our customers?
We sell our creatures and tissues for the most part BECAUSE people are out there hunting and fighting animals. So we get a bio harvester, whether it's owned by a scout or whether it's owned by a bio engineer, either way we will be getting our resources WITHOUT hunting. That means less stims will be used, less pets will be used, less tissues will be needed. Good thing we'll be able to mass produce em right? Now that we are reducing the demand, lol.
Nope, the bio harvester will do nothing but hurt us, it would squeeze us on the demand side and it will squeeze us on the price we can charge. The only thing it would do is increase supply. What we need instead is MORE encouragement to hunt. To me, the right way to do this is to increase the amount that is harvested. Right now, scouts and rangers get like a paltry 5%-10% bonus for each level of hunting skill.If they were to crank that way up, it would encourage more hunting and increase the supply of meat a bit (and at the same time increase the demand for our products
)
As far as the bit about bio tissues in food, well, until the number of chefs increase 10-fold, it's a non-issue anyway. If and when that does happen, yea, they probably need to tweak the amount of resources it takes to make a bio tissue. Although, as reported here on the forum a while back, if a bio tissue can double or triple the amount of charges a stack of food has, then maybe even the outrageously high costs of these things now are somewhat justified.
I don't pay more than 10 cpu for meat, but that sometimes means I just can't make what I and my customers want. That doesn't happen very often for the guys that don't have to deal with creature resources.
Arthur you server must be seriously different from mine. We have two chef in my guild alone (only one is Master at the moment) and they sell out basically as fast as they can produce, and they would definitely be interested in bulk additives that can double the strength of a buff or take half the amount of stomache when consumed.
Aside from that I really don't see what is game breaking about adding Bioharvesters, other then BEs, Docs, Chefs and Armorsmith would actually be able to stock some of there most commonly sold items instead of constantly being in a state of backlog. It is the way it works for every non-organic resouce in the game it does not make sence that it would not apply to organic resources.