Bio Engineer Archive

Thread: Experimentation

EveryNameIsTaken
Mon Jul 28, 2003 12:08 am
#40

Anyone able to answer my questions?



For Emperor and Empire!
Chino69
Mon Jul 28, 2003 10:35 am
#41

Okay I think everyone's explained it well, especially about the clicking on the prototype, rather then the schematic. But here's my step-by-step rundown.


1. Only near a Food & Chem crafting station or a droid with a built-in station can you experiment on meds. After the item is successfully created you will get an option to experiment.


2. Adding experimentation points to different areas (I mostly add to effectiveness as this directly increases the healing power of the med) and I add possibly one point to increase the number of charges. The med's stats will appear above when experimenting and you can see the potential increase (or decrease by critical failures) after you click on the experimentationbutton.The potential risk involvedis the number on the right of the experimentation fields.


3. After you have addedall your necessarypoints (sometimes I add a few points then run the experiment to keep the potential risk lower) and run the experiment you have a certain success or failure rate. The newly experimented item will have its stats changed to reflect the placement of your points.


4. Choose create prototype item and wait for it to come out of the output hopper into your inventory.


5. Walla! You should see improved qualityitems since experimentation plays a key role in quality.




Caligo, M.D.
Master Dabbler
Proud General of RISK
Surviving flaming since 1978!
CPTMidnite
Wed Jul 30, 2003 12:32 pm
#42

the thing w/ making a schematic too is you have to put into the factory exactly the same type of resource and components you used to make the schematic. for example, you use a BEC from crate A for the schematic you can't then turn around and use a BEC from crate B in the factory. i usually make my stims in bulk so i spend a few days crafting then a few weeks grouping. i also experiment the heck out of everything and only keep successful experiments. it can be costly on the resources but i have a few harvesters going so right now i am swimming in good stuff. (almost everything i am using right now is OQ >900) i had my D's base healing up to 477 on my last schematic. ugh then i accidentally deleted my crate of Liquid suspensions. man i was about to cry.



but anyway, experiment the hell out of your items. and remember, what ever you use to experiment is what you have to put in the factory if you make a schematic.




Ood Zarnell
Combat Medical Specialist
LiquidForceMage
Wed Jul 30, 2003 3:19 pm
#43

also that is practice mode?



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Elenora
Wed Jul 30, 2003 3:26 pm
#44

u need a specialized tool i.e. food/chem tool and a terminal...



then u will get a experiment option...


charges = charges


ease of use (which u dont see until stim C) = lowering the med use req


effectiveness = heals...


durabilty does nothing and is gonna be pulled out of the game very soon




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
LiquidForceMage
Wed Jul 30, 2003 3:31 pm
#45

all clear...i have the food/chem tool, but experimentation has only come up 3 times????

what haps after i experiment and make a schematic?

i am thinking i need to get a factory to mass produce (purchase a deed then?) but how and where...

sorry about my noob ignorance



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Elenora
Wed Jul 30, 2003 3:36 pm
#46

u need to be by a crafting terminal to experiment just the tool doesnt cut it...


and dont make schematics...thats for factories and thats a whole other issue that is very complex and expensive..for now just make prototypes...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
LiquidForceMage
Wed Jul 30, 2003 4:48 pm
#47

can someone explain how factories work?

tahnx



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Elenora
Thu Jul 31, 2003 10:46 am
#48

oh man....


basically u make a schematic then u load the schematic into the factory...then add all the parts you need...


its simple when u only have resources to owrry about but whenu make final products it gets tricky since u have to use the exact same components used for the schematic...i.e. the serial number of the components u used have to match the serial numbers of the components u putinto the factory...i.e. u ahve to have factory components made already...


its pretty complicated and if u need more explaination send me a email through here and ill try to explain in more detail




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
AlvintheMaker
Wed Aug 06, 2003 11:23 am
#49

I recently made novice armorsmith and was very excited about crafting my first piece of armorweave. So I put all the high quality resources that I had been saving for this moment together for a nice mabari helmet. I had a great success making it but then came time to experiment! I now know where my first armor crafting experience is going, straight into Techniques and I won't sell any mabari until I get to level twoor three.


In the mean time anybody need some very high quality bone armor? )




Dared - Master Artisan/Master Armorsmith/Master Weaponsmith
Maarck - Knight of Infinity/Jedi Padawan
Vadikar
Wed Aug 06, 2003 1:15 pm
#50

Too bad you can't grind on Bone because it gives you GCXP (while harvesters give Structure XP, what's up with that?). But there is a market for the base line Mabari, it's just very cheap and in the outer rim cities and outposts. Good Luck!
Tsyhanka
Wed Aug 06, 2003 6:04 pm
#51

Hey all...I'm not sure if I completely understood the post...did experimentation work? I am currently making chitin, have level 2 tech, and I don't see any differences in the pieces I produce before and after experimentation. Percentages don't change, nor do the HAM costs. Am I doing something wrong? Did I miss a step? At this point, I don't know why I'm spending the click time experimenting when I don't see any difference at all to my final products. Please help!

CleverClothe
Wed Aug 06, 2003 6:55 pm
#52






Tsyhanka wrote:

Hey all...I'm not sure if I completely understood the post...did experimentation work? I am currently making chitin, have level 2 tech, and I don't see any differences in the pieces I produce before and after experimentation. Percentages don't change, nor do the HAM costs. Am I doing something wrong? Did I miss a step? At this point, I don't know why I'm spending the click time experimenting when I don't see any difference at all to my final products. Please help!






You are probably experimenting on the wrong values. Experimental Quality is for resists. Eperimental Resistance is for Special Protection and Condition. The very first value is for health and action encumberance. The very last is for mind encumberance.



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