Bio Engineer Archive
Thread: How important is Class 4 Liquid Petro Fuel in Stim D's
What you have to look at when crafting stims is what people will buy. People will pay 1k/stim more for a stim with that 30-40 points of healing. It's all in the numbers....and most people don't know how to read the numbers...lol
Jailbird11275 wrote:
At 2 cpu you can't grumble even if it's just for going into storage until a later date, who knows what future products will be made that need ACRDM's? As it stands right now the difference in CRDM's and ACRDM's is about 30-40 points max, which is nothing when a Stim D is anywhere between 1100 and 1200 power.
I'd recommend buying it and keeping it until later, good class 4 is a rare spawn and will only go up in value as time goes on. Could save you a whole lot of money at a later date if you can spare the cash today.
aCRDMs max out their power at around 65 (from memory). Roughly half of that potential comes from the C4, the other half comes from the herbivore meat. Therefore, you will lose at most 30 power in your final product by using low quality C4.
In my estimation, you should get the current spawn and then watch for future spawns to improve your stims as you go. The only caveat to that is that C4 does not spawn very frequently, and is usually NOT of very high quality.
The largest factor in the power of your stims is the seeds that you use. Be sure to treat OQ and PE equally when evaluating your seeds since the Tatooine Fiberplast does not have a PE value. The OQ of your Tat Fiber should also be as high as you can get in order to maximize the power of your stims. I would personally use OQ900 UT200 Tat Fiber before using OQ800 UT800 since most people only care about power.
Pre-CU most medical crafters offered 410+ power Stim-Bs made with CRDMs only and 460+ power Stim-Bs made with ACRDMs, I would suggest you make the base type until your competition runs out of the pre-CU subcomponents and just sell for a little less than them.
acog wrote:hey thanks for the quick reply.. I will run back and pick up a few more stacks as soon as the server comes back up.. On a side note.. I worked most of yesterday getting my med crafting suit ready. I have +13 Medical Experimentation, +26 Medical assembly suit. Can I start crafting my first set of stims, or do I need to get the other +7? Also someone I talked to on my server who has been crafting for a while said he noticed no difference when he was not wearing his Medical assembly clothes.. are they not needed now?
You can craft stims without any medical clothes. But, if you have experimentation and assembly mods, they will help you make a better product.
Experimentation gives you more experimentation points to spend. You get 1 point per 10 skill - BE 0004 has 100 skill, so 10 points. With +13, you have 113 skill and therefore 11 points, and if you have +20 or more, you get 12 points. Those additional points usually result in more charges in medical items.
On top of that, the higher your experimentation skill, the higher the probability of an amazing success for an experiment, which in turn allows you to get more out of your points.
Assembly in the other hand just effects the initial assembly roll. It was important when this roll had a chance of a critical failure, wasting all resources, which was quite annoying with Janta Blood and such. Critical failures on initial assembly rolls got removed a few patches back. Now those assembly tapes only make amazing successes on that roll more likely, but it those dont help you as much in the final product as they do during experimentation.
If the one you talked to from your server only has _assembly_ clothes, he will have a hard time noticing a difference - he would have to do hundreds of assemblies and would see more amazings with the clothes than without them. But if he has +10 to experimentation, he will have one point more to experiment, which he should notice.