Bio Engineer Archive

Thread: Experimentation

toboganbottom
Sat Aug 30, 2003 2:34 pm
#66

Does it matter whether i use my experimentation points all at once, or use them one at a time? I thought you can get better armor when you use them all at once because it has a greater risk factor



Mamyri Master Heavy Swordsman/Master Doctor
Declan49
Sun Aug 31, 2003 3:22 pm
#67

According to the devs, it's best to use them all at once.


Before the last update I was using them one a time, and getting much better results. Since then, I've been using them 3-6 at a time. If I go to 7, I get a lot of crits though...




Declan Vorbarra
Starsider -- Naboo --
Holo Hunter: 1) Commando 2) Brawler 3) Swordsman 4) Smuggler
Plus 10 more -- no FS yet, but enjoying my journey

Declane Vorbarra
Intrepid -- Naboo
Master CH, Bounty Hunter 0-0-3-4
VipEVX-Nine
Sun Aug 31, 2003 6:40 pm
#68

I never get good results when I use multiple points at one time......always seem to get better results using them one at a time.




Wnn]]]tGrachuSt[[[nnXgggggggggggggggggggggggggggg)


Fabari
Wed Sep 10, 2003 4:21 am
#69

only reason i make this post is to keep it in the minds of the dev's. S.cloth and R.panels need experimentation if only for the armorsmiths ,cause no we don't have much to go on as we give them to them they get luck of the draw so to speak ! when will this be fix as to be used again and i hope soon ,please help us and fix it fast no matter what


KrytonX
Kaadara,Naboo
Chilastra


Azyre
Wed Sep 10, 2003 5:32 am
#70

We've heard nothing from the devs regarding this issue. I don't think there are any plans to put this back into the game, unfortunately. I have fussed about this since the first day it occurred and apparently the Devs aren't thinking that this is much of a problem.


I'm hoping that armorsmiths will create some concern. We don't have a correspondant...and no way to actually appeal the stuff that has been done to us.


Bridget Sara
Master Tailor
Wanderhome

imn4life
Thu Sep 18, 2003 5:48 am
#71

Is ours broken?


I begin making Pet Vitality packs. First the 2 Medic tree componants. Great experimentation on both of them, so now I'm thinking, awsome, my Vitality pack is going to be great. WRONG! No matter how much I experiment on the Medic componants my Pet Vitality packs still come out the same.


Is this happening to others too?

Tevys
Thu Sep 18, 2003 6:25 am
#72

Seems like mine were really lame until i got my BE experimentation up one.. they still arent the best, but it seemed like that made a difference. I try to keep my experimentation teir up one above everything else, otherwise all the stuff seems like it blows.



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imn4life
Thu Sep 18, 2003 6:50 am
#73

im talking about the things you need to craft to make the Vitality packs. Their experimentation does not carry over to the BE item. Examples useing the same materials for each test. (all low quality.) This is my results from nearly 50 tests.


(forgive me i am at work and do not know he names of the Medic componants)


both Medic componants no experimentation. Base Vitality Pack = power 11


experiment very well on Medic componants. Base Vitality Pack = power 10


experiment and have critcal failures droping % to 0 on Medic componants. Base Vitality Pack = power 11


Zippe1
Thu Sep 18, 2003 6:52 am
#74

Components have no effect on the VitPacks, only things which seems to make a different are the plain ressources you put into it. Now Stims are a different matter, the components makes a difference there.



Opal
Master Entertainer
swg-albert
Fri Sep 19, 2003 2:46 pm
#75

And while you're at it, make the experimentation points for Architects the same as for other skill trees. For example, a Master Weaponsmith gets +100 Assembly and +100 Weapon Experimentation; where a Master Architect gets only +55 for each.





Albert
Master Architect (since Aug, 2003)
Mos Krayt, Tatooine, Wanderhome


Kithron
Fri Sep 19, 2003 3:11 pm
#76

I agree there. I want to see lower maintenance and higher spec rate experimentation. I want colors on furnitures, I want customizable floor plans and colorable housing. Aside from customizing Floor plans, there is no reason these cannot be put in. Alternatively, they could completely remove experimentation for structures, and change the construction line to Military structures. And give us 100 assembly for goodness sake.



Agrae Siv - 12pt Weaponsmith, Master Swordsman
Northstar Alliance - www.northstar-alliance.net - Naboo, Eclipse.
Weapons Vendor located at Polaris Pleasures Mall in Northstar City, Naboo to the left of the shuttleport /waypoint 975 6532.
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prometheusiam
Wed Sep 24, 2003 5:23 am
#77

A little confusion on my part, hope some of you can clear it up for me.

I thought ease of use experimentation was so that a lower level cm could use the crafted items that they normally would not be able to use. In reading some of these posts, such as one on Disease, it seems that when you experiment highly on ease of use, it increases your chances of the poisons or diseases taking affect, as opposed to the ever-popular "(whoever) resists the disease/poison".

Could someone please shed a little light into this dark cave for me? I'd appreciate it.

-Mogroz
Kavedawg
Wed Sep 24, 2003 5:42 am
#78

yes...experimentation in ease of use will lower the Combat medicine use requirements on a sucess


Yes..experimentation in ease of use will increase the potency of your poison on a sucess or fail (makes it stick more better)





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