Bio Engineer Archive

Thread: MBE + Med exp

TarMangani
Wed Apr 06, 2005 5:01 pm
#27




ArthurDentOnBria wrote:


1. Love the name, I read Guardians of the Flame a few times. (Are you Arta Myrden in game?).


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.


Can't agree with you more, I'd be highly peeved if we upstarts came in with a wellspring of new talent in your ballpark if I were in your shoes.


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.


A few of us, out of respect to our new bretheren, would at first at least, not do this. However I suspect that such notions wouldn't last long and the majority of us would use whatever advantages we could find in order to make the credits...



Message Edited by TarMangani on 04-06-2005 07:06 PM



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Spazzers
Wed Apr 06, 2005 6:10 pm
#28

Eh, I'm not all that worried about the animal crafting. It takes knowledge and attention to craft a rock solid animal. You won't get that from a skill mod. Besides, it is more often than not that I don't use all my experiment points when I craft an animal.


Skill mods will make chefs and doctors self sufficient. Chefs will call on a master once in a while to "monkey" an INN schematic for a piece of cake or maybe a drop of brandy. Animal crafting will always belong to the professional BE.



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