Bio Engineer Archive
Thread: Med ass/exp?
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Gigalesh
Sat May 28, 2005 12:05 am
#2
So are we the ones who need medical and CM assembly and experimentation now?
And could someone care to explain how those points work? How many do u need or how many is max?
And could someone care to explain how those points work? How many do u need or how many is max?
Blueblooded
Sat May 28, 2005 12:08 am
#3
1 extra experimentation point for every +1 value on attachments. Maxed at 2 I believe (although soemone will correct me)
Medic exp is working for all Bio goods now, combat medic exp tapes have no use atm - no idea whether they will be fixed or not.
Medic exp is working for all Bio goods now, combat medic exp tapes have no use atm - no idea whether they will be fixed or not.
BriBeck
Sat May 28, 2005 12:50 am
#4
It is +1 experiment for +10 in attachment. So you need +20 in attachments to max out your exp points to 12.
ther34p
Sat May 28, 2005 1:54 am
#5
Eskie wrote:
What skills:
- BEs use medicine experimentation / assembly.
- CM experimentation / assembly is not used by anyone currently.
Experimentation:
- You can have +25 in experimentation and +25 in assembly from clothing in total.
- experimentation makes amazing successes during experimentation more likely, and lowers the risk of failures.
- every +10 in experimentation yields one more point to experiment with.
- you can usually max out any line with just 10 points, so additional points only give a benefit for items with more than one line of experimentation.
- overall very useful.
Assembly
- assembly makes amazing successes during the initial assembly more likely. In amazing success here usually doesnt improve your product by a lot.
- once lowered the risk of critical failures, which would lead to loss of all used resources. Those got taken out of the game.
- overall not nearly as useful as experimentation.
I beg to differ, I had a crit fail yesterday during assembly of a DNA template, lost all 5 DNA samples.
I'm a +2 BE.
Eskie
Sat May 28, 2005 4:03 am
#6
ther34p wrote:
Eskie wrote:
What skills:
- BEs use medicine experimentation / assembly.
- CM experimentation / assembly is not used by anyone currently.
Experimentation:
- You can have +25 in experimentation and +25 in assembly from clothing in total.
- experimentation makes amazing successes during experimentation more likely, and lowers the risk of failures.
- every +10 in experimentation yields one more point to experiment with.
- you can usually max out any line with just 10 points, so additional points only give a benefit for items with more than one line of experimentation.
- overall very useful.
Assembly
- assembly makes amazing successes during the initial assembly more likely. In amazing success here usually doesnt improve your product by a lot.
- once lowered the risk of critical failures, which would lead to loss of all used resources. Those got taken out of the game.
- overall not nearly as useful as experimentation.
I beg to differ, I had a crit fail yesterday during assembly of a DNA template, lost all 5 DNA samples.
I'm a +2 BE.
Pet crafting is not following regular crafting rules, and my guess would be that this risk is hard-coded and does not use assembly. But I am not sure about that.
My experience comes from medical crafting and can also be applied to food crafting, so youre right, there are still crit fails in pet crafting.
Message Edited by Eskie on 05-28-2005 01:03 PM
Eskie
Sat May 28, 2005 12:49 pm
#7
What skills:
- BEs use medicine experimentation / assembly.
- CM experimentation / assembly is not used by anyone currently.
Experimentation:
- You can have +25 in experimentation and +25 in assembly from clothing in total.
- experimentation makes amazing successes during experimentation more likely, and lowers the risk of failures.
- every +10 in experimentation yields one more point to experiment with.
- you can usually max out any line with just 10 points, so additional points only give a benefit for items with more than one line of experimentation.
- overall very useful.
Assembly
- assembly makes amazing successes during the initial assembly more likely. In amazing success here usually doesnt improve your product by a lot.
- once lowered the risk of critical failures, which would lead to loss of all used resources. Those got taken out of the game.
- overall not nearly as useful as experimentation.
- BEs use medicine experimentation / assembly.
- CM experimentation / assembly is not used by anyone currently.
Experimentation:
- You can have +25 in experimentation and +25 in assembly from clothing in total.
- experimentation makes amazing successes during experimentation more likely, and lowers the risk of failures.
- every +10 in experimentation yields one more point to experiment with.
- you can usually max out any line with just 10 points, so additional points only give a benefit for items with more than one line of experimentation.
- overall very useful.
Assembly
- assembly makes amazing successes during the initial assembly more likely. In amazing success here usually doesnt improve your product by a lot.
- once lowered the risk of critical failures, which would lead to loss of all used resources. Those got taken out of the game.
- overall not nearly as useful as experimentation.
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