Bio Engineer Archive

Thread: Resource question

Nemmaetod
Thu Mar 18, 2004 4:32 am
#105

thanks for the info,


Just thought id check here first since archs seem to use ore the most... by far... but hopefully someone needs this stuff on highQQ!



nemm


MistakenIdent
Thu Mar 18, 2004 7:33 pm
#106

Artisans need good oq ore for CSS/Electronic GP's and MSS's. OQ counts 100% to the effectivness of the unit.
Bandola
Fri Mar 19, 2004 12:04 am
#107






MistakenIdent wrote:
Artisans need good oq ore for CSS/Electronic GP's and MSS's. OQ counts 100% to the effectivness of the unit.






Ah, right, didn't think of Artisan since I never bothered to Master it and do not make any units from the Artisan tree




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RumbleSteelskin
Sun Mar 28, 2004 3:26 pm
#108

Is wood worth much of anything? I am pulling up some wood with 999 Mallebility right now and didn't know if it was worth anything.





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owako
Sun Mar 28, 2004 11:07 pm
#109

Mall is not a stat most people look for much. Look for high OQ. Look on swgcraft.com. There is a list of all crafting stuff and what is used.



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Asteroids
Mon Mar 29, 2004 2:44 pm
#110

I'd have to say that alot of crafters need more than one stat to be good, of course there are exceptions, but for example Armorsmiths look for OQ/SR/Mall.


I'd recommend either specialising in which profession you want to supply or learning abit more about what each crafting class requires. You can do this 'on the fly' so to speak. If you think you have found a good resource, check out who uses it and then you can see which stats need to be good. Over time you'll get to know what will sell well and what won't.


RumbleSteelskin
Tue Mar 30, 2004 1:51 am
#111

Okay, I'm new to the Master Artisan title, so I have a question about resources in general terms.


I've been looking through pages and pages of this forum and through SWGCraft.com to learn about resources and such. From what I can gather, pretty much any resource that has 900 or more on one of the stats is a good resource. 800 is ok, most below800 isgetting to the grind level.


Is this right?I'm building up lots of resources and am trying to figure out what is really worth something, and what is just crap.




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Lantus
Tue Mar 30, 2004 3:24 am
#112

That data's even harder to find


I can tell you for bio-engineers, with tissues its a flat 33% on each of Overall Quality, Flavor, and Potential Energy for the things you can pull up with a harvester (floras). Pet stims are another story, similar to anything in the medical field (they use a lot of medical sub-components, probably better to ask medics/docs on that one)




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Hurlobacca
Wed Mar 31, 2004 5:21 am
#113

That data, which stats are important for which resource type, is crucial to know but easy to obtain. Just go to swgcraft.com, look up the resource type byits types (e.g. Kammris Iron, Ferrous, Metal) and compare the resource properties to various schematics. If you've got qualities of at least 800 in the right spots, that mineral is worth something to someone.



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Hurlobacca
Wed Mar 31, 2004 5:22 am
#114

Oh, and you can find nearly all crafting schematics there, so if you want to get into medical supply or whatever, you can find out what your target customer uses.



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Subedeimatt
Wed Mar 31, 2004 8:02 am
#115

Can't emphasise the above posts enough. You really do need to do a little research on what the different professions need and what stats are needed for experimentation. This will give you a good idea of what these crafters need and are looking for. Also worth reading through the FAQs and other threads on the different profession boards to get a better understanding of the professions and some of their idiosyncracies. For example, architects need ore. Masses of it. Many of the sub components that get used in virtually every item we craft needs ore, generally doesn't need to be good stats, just big quantities. Supplying an architect with a steady supply of ore can give you a stable and regular income without waiting for that resource with the killer stats to spawn.


I'd also recommend keeping an eye on the last date resources spawned on your server. This can often be overlooked, but can pay dividends if you get it right and is easy to checkon swgcraft.com. If it's a resource badly needed by one or more profession then they can often bite your hand off to get it, even if it has poor stats. For them, it may be the difference between stocking, for example,lower quality composite armour rather than none at all.


One other thing, check the stats on some of these resources historically and compare to schematics, you can find the odd hidden gem. Plumbum Iron I believe is capped and only ever spawns with stats in the low hundreds but is needed by weaponsmiths to make certain pistols, so is always in demand despite appearing poor quality at first sight.


Hope this helps. For the record, architects need high UT primarily and then high SR and HR for final assembly and certain sub components of harvesters. Many Sub components, like walls, structure modules, generator turbines need masses of resources, stats not important.


Hope this helps.




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Dawgup
Mon Apr 05, 2004 7:33 am
#116

Is Class 6 Solid Petro an important resource for you armorsmiths? I have some nice stuff with 994 OQ and was wondering if I should be marketing it to armorsmiths?


Thanks



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Dragnam
Mon Apr 05, 2004 7:36 am
#117

Composite armor does use a good deal of solid petro fuel. Of course the higher the better





------------------------
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Manage your resources, test experimentations and find your best resources! Good for all crafting professions. See version 4.3 at http://www.swgcraft.com/forum/showthread.php?p=63155
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