Bio Engineer Archive
Thread: Experimentation
You are not understanding me. I have NEVER had 36 failures out of 40. NEVER. And I am still failing all over the place today. Yesterday, I was making beautiful armor, failure free. and every day before that. Dont give me the line about tech tree. This is not about tech tree.
Yes luck plays a part of it, but NOT like this. Heck, the best success I have gotten today, was a failure that finally increased kinetic by 1%.... chew on that. Experimentation is out of whack. Badly. This is not ME. Yesterday, I was making fantastic armor, and succeeding 8 out of 10 times. and succeeding WELL. and every day before that.
Now, do you understand? I am not a noob that rolled off the armor crafting wagon yesterday, so please do not treat me as such. Now, if you have valid comments on whether you think experimentation is out of whack, on Starsider or your local server, please add your wonderful information. If not, dont clutter the thread with useless info.
- Nyka, Starsider
I ran a simple test with 2 wind generators one with experimentation to bring it's efficiency up to just over 50%, and one with no experimentation, whose efficiency was around 22%. I placed them both close together so they had the same resource %, and then checked them the next day. They were within 5 units or so of resources, and used exactly the same maintenance, leading me to believe that the efficiency rating for them meant absolutely nothing. Other harvestors only allow experimentaion on hopper size, and I've tried doing it, but to be honest, since I check my harvestors every day (because of possible resource shifts), the hopper never gets anywhere near full, so it's kind of a moot point whether or not it works, anyway.
What about other buildings, such as factories and houses? Does experimentation have any effect on how much maintenance they require (houses), or how fast they work (factories), or anything else?
The big question is crafting stations. Surely experimentation on these has an effect?
I have often wondered about this also.
One perspective I have recently come to is that weapon/armour smiths are about quality of resources. Architect are about QUANTITY of resources.
That's how it seems right now anyway. Until I hear more evidence that experimentation on structures does something to improve them.
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=4297
Greetings! I am a Tailor in the making - just a matter of time now.
Making clothing as an Artisan, I can't see the use for experimenting on clothing (though I still do it) if all you get to add to is durability (I believe) and clothing doesn't disintegrate. (As a side-note, why is there a clothing repair tool if clothing doesn't disintegrate?) Is there any reason to use experimentation as a Tailor?
thanks.
-ioshi