Bio Engineer Archive
Thread: Researching To Improve the Economy
Cliff Notes: What resources do you need and what are the values you need to be highest for better experimenting.
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Hello, I am Sensi of Shadowfire. I am not an bio engineer myself, but a resource harvester. I am currently attempting to determine the most valueable resources to each profession in order to create an efficient universal pricing scale. Experimentation to the most extreme levels is the goal, not simply getting the item built.
If you could, please tell me which resource stats are the most significant influence for the final result.
Also, If you had to choose resources that you have the hardest time acquiring, for example LinkSteel Aluminum, what would you say you try to find most frequently?Milk?
Thank you for your assistance. A compliled list of my finding from all professions will be available after research has been finalized.
For the architect the most important stats are UT (Unit Toughness), SR (Shock Resistance) and HR (Heat Resistance) in a 50/25/25 ratio. These give us our best experiementation rates for effectiveness, which effects the BER on our harvesters.
For houses, factories, furniture, etc. the experementation is only viable on Duriablilty or Overall Quality, and the primary stats for those are OQ and DR (Decay Resistance). That said though, the experimentation on these mean nothing. We get no bonuses for a high Decay Resistance (Other than the lengh of time a structure may take to fall apart). OQ on furniture means squat.
As far as resources go, any metal and ore is used for making the bulk of our items, such as structure modules, walls, structure storage units, etc. Generators take additional chemical and gas as well as carbonate ore, but again stats don't matter here. For the harvesters themselves, we need the high UT/SR/HR steel, metal and ore for both the mining units (fluid, ore mining, etc) and for the final combine.
Hope this helps.
- The crafter check CTRL D and 'Draft Schematics'
- Look at the items you want to craft and check their experimentation values
- The crafter then either mines themselves or contracts a miner to get resources. Contracting will cost you more. You also have to rely on their idea of your quality requirements.
I mine myself and only purchase older extinct resources. I pay serious money for them, but make high quality armour and can charge good money for my efforts.
Sure, you can give a list of requirements to a miner, but expect their definition of value to adjust with supply and demand (aka prices will go up when they know you need)
Cayne
I would suggest going to www.swgcraft.com and perusing the VIEW SKILLTREE category for Armorsmiths. Look at differnt schematics to see what is useful.
In general. Aluminum is Rarely used, Copper is moreso used, but Steel and Iron are by far the most saught after.
Fiberplast is used alot (especially Correllian and Nabooian for Padded and Composite respectively) as are good quality Polymers. Basic Inerts (Lube Oil) is rarely allowed, but if it is, it only has OQ so it can be a good substitute for us to use.
OQ + SR = Resists (both base and special)
OQ + MAL = HAM encumberance
OQ + UT = Durability (least important by far)
FOR PSG's the same applies, minus the Encumberance part as they have no encumberance.
Some Specifics:
Ubese - Axidite Iron, and Neutronium Steel
Sensi-
I don't know how many of my architect colleagues purchase their high-end resources on the open market. We need such large quantities of them, that doing so, while competing with the cpu's that armorsmiths and weaponsmiths can pay, just makes it unreasonable. So, if you are looking to harvest the best architect resources, so you can maximize profits, I doubt you'll find much market.
What I'm personally paying for on the open market most frequently is chemicals (lube oil, liquid petro, fiberplast, and inert petro). For all of these, I don't care about quality, and 50k units goes a long way. I'll pay as much as 5 cpu, if I have to (I'm in a hurry), but 3 cpu is what feels right, because any old thing will do. Another thing I always buy is power, but I pay 2 cpu for radioactive. The next time I need reactive gas, I'll probably try tobuy that as well, as 50k of reactive gas will last me months. Essentially, I try to keep all of my harvs on the resources I need the most: Ore and Steel followed by copper and aluminum. And I focus in heavily on a resource, if the quality is high. For copper and aluminum, I harvest just enough to meet current demands, and sometimes will run out, then I look to the open market, again, expecting to pay no more than 3 cpu. If a really good steel/ore is in spawn, I'll go after that, forsaking the copper and aluminum.
Steel/ore used in harvesters should command a high price, but if I paid 8-10 cpu for it, I would have to charge crazy high prices for the harvs, or cut into margins, neither of which are attractive to me.
There are 4-6 resources that are more difficult to find, used in master architect furniture. For these resources, I would pay as much as8 cpu (the Extrusive aside), but I would never buy more than 10k of it at a time:
- Thallium Copper
- Kelsh Copper (is or was just in spawn on Shadowfire)
- Ionite Intrusive Ore (currently in spawn on Shadowfire)
- Duranium Steel (spawns frequently enough)
- Pholokite Extrusive Ore (only 1 spawn ever on Shadowfire)
- Titanium (spawns frequently enough)