Bio Engineer Archive
Thread: Bio Engineer Profession: Meds
Page 1 of 1
lammergeier
Tue May 10, 2005 12:25 am
#2
medical crafting, which was once the responsibility of medics, doctors, and combat medics, has moved to a profession near you.
here's some information to help BioE's (and their customers) make sense of the new changes:
Bio Engineer Meds: who they are for, and what they do
Med Crafting Schematics
Enhancers: feedback (and numbers) needed
more med testing
here's some information to help BioE's (and their customers) make sense of the new changes:
Bio Engineer Meds: who they are for, and what they do
Med Crafting Schematics
Enhancers: feedback (and numbers) needed
more med testing
Message Edited by lammergeier on 05-12-2005 03:21 PM
Llandros
Thu Jun 16, 2005 3:00 am
#4
med sub componant problem (and the probable reason for low charges on stims)
sub componant charge sbonsu seems to be split betwene all three sub compnants now
charges experimentation is dependant on oq and ut
however liquid suspensions (normal and advanced) and advanced chem releases not have any reousrces with ut used in them this results in a 0 being used for ut in these crafts sevearly reducing the number of charges we gain from these componants
I havent sene tihs posted anywhere else and as a med focused thread this seemd the best place to post this
I Have already /bugged this but the more of us who do the sonner its likely to get looked at
sub componant charge sbonsu seems to be split betwene all three sub compnants now
charges experimentation is dependant on oq and ut
however liquid suspensions (normal and advanced) and advanced chem releases not have any reousrces with ut used in them this results in a 0 being used for ut in these crafts sevearly reducing the number of charges we gain from these componants
I havent sene tihs posted anywhere else and as a med focused thread this seemd the best place to post this
I Have already /bugged this but the more of us who do the sonner its likely to get looked at
goldflame
Thu Jun 16, 2005 4:56 am
#5
Llandros wrote:
med sub componant problem (and the probable reason for low charges on stims)
sub componant charge sbonsu seems to be split betwene all three sub compnants now
charges experimentation is dependant on oq and ut
however liquid suspensions (normal and advanced) and advanced chem releases not have any reousrces with ut used in them this results in a 0 being used for ut in these crafts sevearly reducing the number of charges we gain from these componants
I havent sene tihs posted anywhere else and as a med focused thread this seemd the best place to post this
I Have already /bugged this but the more of us who do the sonner its likely to get looked at
great post... i have never gotten into the mechanics of crafting like you and others have but as a fellow crafter i wanted to say thank you for doing so.. i hate the fact that crafting has changed so much and that when my old schems are done.. that is the end of any decent subs and consequently any good packs for me...
Ojes
Thu Jun 16, 2005 1:15 pm
#6
The problem with the above2 posts is that the lack of UT on aCRDM/aLS resources is not the cause of limited charges in stims. It is the reduction in the allowable range of charges in the aBECs (as well as aCRDM/aLS) that is the real culprit. You used to be able to get 20+ charges out of a good quality aBEC. Now, you would be hard pressed to get to 15 even if all of the resources had a UT stat. The ranges are just not large enough.
I believe that decision was a conscious one by the dev team to keep charges on stims down...
Nimhnoid
Thu Jun 16, 2005 2:23 pm
#7
A resource component that does not have a specific requirement is a good thing. Because neither Berries or Water have UT, the UT is auto caluclated as a perfect 1000.
Llandros
Fri Jun 17, 2005 8:13 am
#8
your not quite forrect with that nimhnoid its almsot right though
if a reousce is missing a stat its considered as being 1000 IF and only if ther is at least one resource present that has that stat this is why we cna use wood with high oq in place of a genreal organic type in a tisue as the meat still gives pe to the craft if there was no meat then the pe woudl ahve bene considered 0 and using wood and not say flowers becoem a bad not a good idea
the reaosn i posted this is that unless things have changed with the cu to be as you7 stated them thne these componants are having ut counted as 0 and not as 1000 as NOTHING at all in the required resources has ut as a stat
if a reousce is missing a stat its considered as being 1000 IF and only if ther is at least one resource present that has that stat this is why we cna use wood with high oq in place of a genreal organic type in a tisue as the meat still gives pe to the craft if there was no meat then the pe woudl ahve bene considered 0 and using wood and not say flowers becoem a bad not a good idea
the reaosn i posted this is that unless things have changed with the cu to be as you7 stated them thne these componants are having ut counted as 0 and not as 1000 as NOTHING at all in the required resources has ut as a stat
Page 1 of 1