Bio Engineer Archive

Thread: TC Info 01/23/04

Scorus
Tue Jan 27, 2004 7:24 pm
#27

Please sticky this (and unsticky most of the others, which are obsolete).



Scorus
Uberhamster
Fri Jan 30, 2004 8:08 am
#28

Hello! Chef here, just poking in. *wipes feet on mat*

I was wondering if anybody could tell me what stats matter for the BE food additives? 8) I'm sorry if the info is out there, but I really can't find it



Kieran Reventlov
Keeper of the Kitchen
San's Fine Foods, The Lucky Pharple Cantina
[-3203 -1548]
Haven, Corellia

Uberhamster
Fri Jan 30, 2004 8:16 am
#29

Thank you, Talthazar. =)



Kieran Reventlov
Keeper of the Kitchen
San's Fine Foods, The Lucky Pharple Cantina
[-3203 -1548]
Haven, Corellia

Tal-N
Fri Jan 30, 2004 9:11 am
#30

Time to start collecting meats in advance I think then. I picked up some nice domestic meat though recently.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

angelonfire
Sat Jan 31, 2004 2:00 am
#31


I haven't readall the posts yet but what's wrong with them? haven't they made our profession hard enough? asking for that much meat is ridiculous. Carbocaloric in the heavy section calls for 90k of meat to make one schematic.. and we can't even harvest after we do dna sampling. what is the problem with? every other crafting profession has the opportunity to make items in a factory if they happen upon the right resource, but not us and still not us even after this patch. they need to lower the meat numbers and give us a chance to make our products or make weaponsmiths, droid engineers, architects, artisans (not chef, they've been here already lol) and all other crafters get their items at the same rate we do! we're tired of being the red-headed step children of swg.


angel.



SWG Beta Tester.. tired of still testing

In real life, people who dress up in tight plastic/leather outfits are considered tacky; In Star Wars, they're called "Storm Troopers"
Tal-N
Sat Jan 31, 2004 6:06 am
#32




I haven't readall the posts yet but what's wrong with them? haven't they made our profession hard enough? asking for that much meat is ridiculous. Carbocaloric in the heavy section calls for 90k of meat to make one schematic.. and we can't even harvest after we do dna sampling.


I'm fairly sure thats a typo and means 90 units not 90,000 units. All in all its no that tough to find 90 units of meat but it does make the additive very costly, remember of course that certain items are not supposed to be easy to manufactuer in large amounts, this is why eggs are not that common.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Talthazar
Sat Jan 31, 2004 8:35 am
#33

I think she means one full factory schematic which would be 90k. And yea, BE additives seem to give a big boost to foods the idea is likely to keep BE enhanced foods from being "dime-a-dozen."



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
angelonfire
Sat Jan 31, 2004 7:46 pm
#34






Tal-N wrote:




I haven't readall the posts yet but what's wrong with them? haven't they made our profession hard enough? asking for that much meat is ridiculous. Carbocaloric in the heavy section calls for 90k of meat to make one schematic.. and we can't even harvest after we do dna sampling.


I'm fairly sure thats a typo and means 90 units not 90,000 units. All in all its no that tough to find 90 units of meat but it does make the additive very costly, remember of course that certain items are not supposed to be easy to manufactuer in large amounts, this is why eggs are not that common.





tell me tal, why not? you say that we're not supposed to be able to manufacture things easily. why not? why just our profession and most of the items in it are unmanufacturable? and that's 90,000 of meat to make one schematic of meat.. it's no typo. if it takes 90 to make one, it takes 90,000 to make a schem of 1000. how many other professions would put up with not being able to manufacture their items in mass quantity? some professions can't mass produce 'specialty' items in mass, such as with karayt tissue, but that's much different then something like this. this is a major portion of our business. you can basically tell chefs to forget about additives for their products to mass sell. at this rate, they're not going to get them.


angel.



SWG Beta Tester.. tired of still testing

In real life, people who dress up in tight plastic/leather outfits are considered tacky; In Star Wars, they're called "Storm Troopers"
angelonfire
Sat Jan 31, 2004 7:52 pm
#35






Talthazar wrote:
I think she means one full factory schematic which would be 90k. And yea, BE additives seem to give a big boost to foods the idea is likely to keep BE enhanced foods from being "dime-a-dozen."






a dime a dozen? at this rate they're not going to touch a crate of food for under 1mil once all the products and time are counted in.and again, this is not exagerated or a typo. 90k of meat going at a low rate of 10cpu would be 900,000 for the meat alone. that's completely uncalled for. why bother having additives if they're untouchable by the public? something needs to be said and done about it. this game is a job enough without the added bs of trying to get meat for nearly every **edit** thing we make and STILL can't harvest from dna killed animals. might as well change our profession to Butchers, cause that's what I feel we are.. give us the meat, we're you're best processors for it.


angel.



SWG Beta Tester.. tired of still testing

In real life, people who dress up in tight plastic/leather outfits are considered tacky; In Star Wars, they're called "Storm Troopers"
mokai
Sat Jan 31, 2004 8:02 pm
#36

A chef here.. just to make you laugh.. the barrel, the largest container.. which adds to quantity. to be used in only the rarest and hardest to find items.. will drive the cost of a single crate up by 50,000 credits.

Not sure if it will be worth making any barrels at that cost. but since we don't have specific info yet, only time will tell. I plan on making a crate or two, just for testing purposes.
Velor
Sat Jan 31, 2004 8:03 pm
#37

I do think the meat numbers are a little high for what is a sub-component of another item. I figure a 'good' price for a light additive tissue on shadowfire is 300 - 1500, and a good price for a heavy is 1200 - 1500.


I can see the idea of keeping them rarer as a 'sepcial' item, but we don't want it so rare no one ever wants to use our products.


For 1 food item, will people be willing to pay 3 or 4 times (or more - not sure on total resources for 1 food item)what a 'non-additive' version of the same food costs?





--------------------------------------------------------------------------------
Illienne Celaine, Hunters Lodge
Naboo, Brenn (UNA superstore -3065, 3329)
SSquirrel76
Sat Jan 31, 2004 10:36 pm
#38

Well considering that large glasses only give 1.5-2x the # of uses of small glasses (believe that's what I read on the Chef board) I wouldn't be surprised if the barrel multiplier is less than stunning.


I'm curious how cool the 2 additives you get at master are and if they're REALLY needed or not. I'm debating just focusing on the Tissue tree for BE (I enjoy BE, but I wanna specialize and this way allows me to pick up Novice Artisan to survey for flora...no cash for a 2nd account) So avoiding the creature tree and picking up the other 3. Sampling wouldn't TECHNICALLY be needed, but a friend and I have discussed a possible business deal for my sampled materials.



Astu (Valcyn)




Osethme; Mistress Tailor, Mistress Swordswoman; Shop at 1313, -5249 Coronet, Corellia, Wanderhome
Brigid Lightningrider; Mistress Image Designer; Skystone, Tatooine, Test Center

my hubby's characters:
Fiado
Ykkin
Astu
Befishburger
Sun Feb 01, 2004 2:25 am
#39

There looks to be a realproblem with the resource totals neccesary for the BEs to make additives.


The enormous boosts BE additives give food mean that they should not be easy to come by. However, with the resources currently neccesary, I fear thatBE food will simply cost too much to make it worth even the exceptional boosts that it grants.


Note the example given in the BE thread: current requirements would mean, in some additives*, as much as 90,000 units of meat for a single schematic of 1000 uses. (when someone in my guild brings me 2K of Domestic Meat, I throw a party) At a fair price of 10cr per unit, that is almost 1 mil credits, just for the meat, in a singlefactory runof BE additive. Passing even a small part of these costs along will mean unmarketable food, no matter how significantly the food is boosted.


Unless someone can point out where I'm missing something: I suggest a reduction of required resources where those resources can't be harvested normally.



* Problem is worst in additives that reduce filling.



(also posted to the Chef and In Testing forums)



Hero



~




Everybody quiet, here comes the Sheriff!!
I mean ...Chef. Here comes the Chef.
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