Bio Engineer Archive
Thread: Problem with low-level meds
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Kivrin
Sat Sep 17, 2005 12:37 am
#1
So low-level stimpacks don't sell.
I think part of the problem is every new character created has all the novice blocks. Novice medic bacta-shot is a decent enough heal for beginner leveling. After that you level up quickly enough until you can use higher-power stims, and most likely can hold onto medic until you need the SP's.
With the terrible CL-driven combat system an crafter will have no need for low-level meds; they will most likely will take an obscene amount of damage from a CL6+ level creature while checking a harvester, or they won't run into anything. In either case a small stimpack-a isn't going to be used or needed.
I think part of the problem is every new character created has all the novice blocks. Novice medic bacta-shot is a decent enough heal for beginner leveling. After that you level up quickly enough until you can use higher-power stims, and most likely can hold onto medic until you need the SP's.
With the terrible CL-driven combat system an crafter will have no need for low-level meds; they will most likely will take an obscene amount of damage from a CL6+ level creature while checking a harvester, or they won't run into anything. In either case a small stimpack-a isn't going to be used or needed.
Dorelli
Sun Sep 18, 2005 2:53 am
#2
Stim A's that can be loaded into a droid might sell. However that would be to a Doc as they are the only ones who can load the stupid things up (this is stupid and restrictive given that it is a holdover from pre-CU when medics were the only ones who could use stims). There is a thread on the doc forum about how great droids are for docs (medical droids provide a bonus to healing etc. when you are less than 20m from them). So there is a lot of interest from doctors now about getting a medical droid and it makes sense to have a stimpack dispensor on it although the heal is really weak compare to what the doc can do it 'costs' notihing to run a constant droid healing (you) macro with stim A's.
I agree about the stim B's.
Dor
ther34p
Mon Sep 19, 2005 3:31 pm
#3
yep agree, perhaps a possible solution is different timers on the stim packs. Currently they are all 60 seconds? With the bliel working the way its supposed to , it will likely be 30 seconds.
If they changed this to 1 second for Stim A , 5 seconds for Stim B , 15 secs for Stim C and 30 secs for Stim D we may see an increase in sales (in my case selling 1 stim pack will be an increase - seems no-one wants my 37 charge 1067 heal stim D)
Kaomond
Mon Sep 19, 2005 10:51 pm
#4
Kivrin wrote:
So low-level stimpacks don't sell.
I think part of the problem is every new character created has all the novice blocks. Novice medic bacta-shot is a decent enough heal for beginner leveling. After that you level up quickly enough until you can use higher-power stims, and most likely can hold onto medic until you need the SP's.
With the terrible CL-driven combat system an crafter will have no need for low-level meds; they will most likely will take an obscene amount of damage from a CL6+ level creature while checking a harvester, or they won't run into anything. In either case a small stimpack-a isn't going to be used or needed.
Yup i agree totally there is no need for stim A or B, i never sell any A's and B's they just sit there on the vendor gathering dust, but c's and d's fly off the vendor.
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