Bio Engineer Archive
Thread: MBE + Med exp
Kelderek
Sat Apr 02, 2005 1:46 am
#14
Can anyone on TC confirm exactly what the new crafting exp is? Is it called Bio-Engineer Crafting Experimentation and Bio-Engineer Crafting Assembly like before, or is it all Medicine Crafting exp?
GadonThek
Sat Apr 02, 2005 9:38 am
#15
There should NOT be experimentation at Master Medic, unless they plan to keep BE exp and Medical exp seperate. Someone who has been a BE for a long time should not have to totally screw their template just to be as good at crafting pets as they were before.
kiowa27
Sat Apr 02, 2005 10:15 am
#16
bah, why am I even an mbe? I seldom make rancors and kimos.. have never made an inn yet.. ya know I wish whoever gets the hairbrained ideas to make the game "better" had a hobby... wonder what zad is doing *ponder*
Eskie
Tue Apr 05, 2005 5:26 am
#17
MataHairy wrote: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.
I fully support point 1 of this proposal, also.
As it is on TC5 currently in the skill trees, a live crafting-only master doctor will drop MD and pick up MBE during the skill point reallocation, bringing a lot of money and a 12 point suit to support this endeavor (_and_ saving 43 skill points if scout is not a prereq for BE anymore, while being able to cater to more markets than before). This former MD can buy the good resources he needs to craft a lot faster than a current MBE can acquire a 12pt suit I suppose, effectively taking a lot of tailor/chef subcomponent business away from current MBEs.
Current MBEs should get a headstart on current BE business, while current MDs should get a headstart on medical crafting if they turn BE.
The other two points made are BE-internal stuff of no concern to me.
All of these suggestions shouldnt be hard to implement, since the two experimentation skills are separate in live already, as are the schematics, and BE exp SEAs are not dropping in live currently.
Message Edited by Eskie on 04-05-2005 02:28 PM
droidekasnightmare
Tue Apr 05, 2005 6:06 am
#18
Was pondering this prob... Could the BE crafting points be moved to sampling? either that or to the branch with the pet-skins...? *shrug* Just random thinking.
Blueblooded
Tue Apr 05, 2005 9:33 am
#19
Fully support these proposals.
Ive been MBE for 18 months now (I think, time flies). To suddenly find out that a new 0/4/0/4 BE (coverted from Doctor) may have 12 crafting points to stick into a BE tissue just doesnt seem right
1. I have never wanted (and I believe most BEs dont want) SEA for BE. Regardless of whether they would be useful or not.
2. I dont want to have to spend Millions on a 12pt suit to keep my business alive. I think my customers may stay, but 2 extra points into a BSn would be very tempting for them (assuming the right quality resource of course)
I also see it from the Doc side of things. the solution is simple...keep Doc xp in the crafting line, add BE crafting xp throughout the rest of the BE tree (including master)
Can anyone with "hidden" forum access (Correspondant / CURB team) give us any idea if this has been recognised by the devs as an issue at all? (recently I mean- after Arthurs post above)- I realise youre all doing a great job pushing this, but Id just like to know if its been recognised by the devs?
Or are we dealing with a fait accompli?
Ive been MBE for 18 months now (I think, time flies). To suddenly find out that a new 0/4/0/4 BE (coverted from Doctor) may have 12 crafting points to stick into a BE tissue just doesnt seem right
1. I have never wanted (and I believe most BEs dont want) SEA for BE. Regardless of whether they would be useful or not.
2. I dont want to have to spend Millions on a 12pt suit to keep my business alive. I think my customers may stay, but 2 extra points into a BSn would be very tempting for them (assuming the right quality resource of course)
I also see it from the Doc side of things. the solution is simple...keep Doc xp in the crafting line, add BE crafting xp throughout the rest of the BE tree (including master)
Can anyone with "hidden" forum access (Correspondant / CURB team) give us any idea if this has been recognised by the devs as an issue at all? (recently I mean- after Arthurs post above)- I realise youre all doing a great job pushing this, but Id just like to know if its been recognised by the devs?
Or are we dealing with a fait accompli?
Message Edited by Blueblooded on 04-05-2005 05:36 PM
Halthron
Tue Apr 05, 2005 11:12 am
#20
The thing is, chef stuff wouldn't benefit from an extra two points. Assuming you had the resources to hit 90 on a BSN, you could hit 90 in a couple of attempts with just 10 experimentation points. The extra points are useful where there are multiple lines to experiment on, like with pets and meds. Not that some BEs wouldn't advertise their chef wares as 12 point anyway.
Spazzers
Tue Apr 05, 2005 3:57 pm
#22
So what exactly is the purpose of having master BE anymore? I can craft INN's for chefs that will only complain about the price anyway. I can make a few more animals, many of them don't sell. I can make tailor tissues that may or may notbe needed any longer. I can make petstim D's that take fish or elect to make petstim C's which are easier.
It sounds to me as if Master BE just became a liability instead of an asset. Master only frees up one skill point but it sure seems odd that a player would work for a box that is pretty much worthless unless you're a chef.
Having two extra points means making pets meds with more charges.
Jalinsol
Wed Apr 06, 2005 9:13 am
#23
I think it's a catch-22. I have to say, I had my Doc try BE before CU details came out, and I have to hand it to the BEs..that's not an easy grind. I was primarily picking it up on my Doc (a second account) to support my chef. I gave up.
The catch-22 is, my Doc makes his own stuff. To suddenly say, "you can't craft your top end meds without Master BE" is regression to that profession. If that stuff was put in the BE Master, I'd need something like 47 boxes to craft and use those meds. The posts I've seen so far have all been level headed, and I'd guess that most would agree that this wouldn't be fair to docs.
As a chef, I'm glad my doc will be able to make quality BSNs (if I've read things correctly), but I also know that isn't fair to established BEs. I will more than likely continue to buy from my suppliers, though. I'd guess, if you've established a good relationship with a chef, you'll be OK, at least in that department. But, that's a little off-topic for this post.
Back to the topic:
Perhaps BE master should include something extra, to make up for the lack of EXP advantage. Not being a BE, I'm not sure what you'd find important. I know as a chef, I really need those INNs, though. I'm also hoping that there's more of a market for the other Nutrients as well (carbo reduction, and flavor enhancers).
Best wishes...I feel for you guys.
Spazzers
Wed Apr 06, 2005 9:40 am
#24
I don't have an issue with the 0004 BE/Doc crafting the enhancers. I'm not all that concerned that a 0404 BE/Chef will be able to craft the same BSN a master BE can craft. What does concern me is that the doctors will be bringing their skill mods with them.A 0004 doctor will outcraft a master BE. A 0404 chef with a skill mod will outcraft a master BE. A master BE with a skill mod will be no different than a novice with a skill mod. I HATE skill mods. I don't think a player should be able to buy skills.
Master BE has almost no value with the exception of the INN's and petstims. If the high end no-skill stim pack were moved to master BE, which a doctor does notneed in order to perform their function, I might be more inclined to relent. Regardless, I still hate skill mods.
LloydPickering
Wed Apr 06, 2005 9:46 am
#25
Jalinsol wrote:I think it's a catch-22. I have to say, I had my Doc try BE before CU details came out, and I have to hand it to the BEs..that's not an easy grind. I was primarily picking it up on my Doc (a second account) to support my chef. I gave up.The catch-22 is, my Doc makes his own stuff. To suddenly say, "you can't craft your top end meds without Master BE" is regression to that profession. If that stuff was put in the BE Master, I'd need something like 47 boxes to craft and use those meds. The posts I've seen so far have all been level headed, and I'd guess that most would agree that this wouldn't be fair to docs.As a chef, I'm glad my doc will be able to make quality BSNs (if I've read things correctly), but I also know that isn't fair to established BEs. I will more than likely continue to buy from my suppliers, though. I'd guess, if you've established a good relationship with a chef, you'll be OK, at least in that department. But, that's a little off-topic for this post.Back to the topic:Perhaps BE master should include something extra, to make up for the lack of EXP advantage. Not being a BE, I'm not sure what you'd find important. I know as a chef, I really need those INNs, though. I'm also hoping that there's more of a market for the other Nutrients as well (carbo reduction, and flavor enhancers).Best wishes...I feel for you guys.
WE have no ill will to docs, and tbh most of feel that we shouldn't be given Doc crafting...where we have an issue is that a 0404 BE can make MSN and BSN as good as an MBE. We are concerned that doc dabblers will destroy the market for the establsihed BEs as they will likely have no concerns over schematic selling on what is a secondary item to them.
There have been calls for seperating BE and Med exp, and calls for putting exp at master...I don't know which is the best option, but we really should not have a situation where someone who has invested half the skill points is just as good as a Master who has invested twice as much...
it's even more ridiculous than the current issue of CL10s removing the need for lower level CH...but thats digressing...
vortexala
Wed Apr 06, 2005 10:01 am
#26
Just wanted to chime in here and say thanks to you all for understanding the Docs point of view on why we'd like to be able to obtain our current 10-12pt medical crafting in just the one line of BE post-CU.
Also, as I've said previously here, I think BE mods should be seperated from Medical mods completely and totally. This will allow current BE's the chance at getting into the Medical market if they so choose, give the current crafting docs/cms the chance to continue their crafting with only one line investment in BE, and keep dabblers with Med Suits from outcrafting Master BE's.